Nav Map Log

Tips, tactics, and general discussion for Evochron Legacy.
Nigel_Strange
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Post by Nigel_Strange »

How about this...

You can switch the right (or center?) MFD between contacts, so that instead of showing a list of ships, it might show a list of stations/planets/stars within 10 sectors.

So, as you travel through deep space, you can watch the list to see if anything pops up. If you see something on the list, then you can open the navigation panel to see what and where.

Hovering your cursor over the object should give coordinates (even if it is off the ecliptic).
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_-Caleb-_
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Post by _-Caleb-_ »

A little brainstorming for tonight.

Maybe the option of a "online" map... like evometrics... but ingame. If i discover a new system maybe the alliance, federation or some faction pay me for the "system coords" (or something). And with the onilne map we can "update" our maps with the new discovered systems.

About the jumps remaining text into the console, maybe replace for a new text... for example: estimated fuel to the waypoint, ETA, or something like this.
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Post by Roughalloy »

I've Got a bad memory it comes with old age, but I would like to have the ability to bring up a map that I have already visited and unlocked. It would be nice if you could store a map of the sector so you could look at it and plan your route especially if it is a dangerouse sector. A ship as advanced as these should be able to store maps without going to third party mods.
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Post by Busch »

Seconding! I think both are great ideas, Nigel. I'd go with either a purchased product, as you suggest. Or, maybe it could be something one could craft in/as a weapons lab adjunct (?). Maybe a 'tuner' on the old sensor suite ? Like sort of an enhanced MDTS ? Appropriate power distribution solutions for your suggested 'select fire', either equipment-slot/ AI, and/or Engineer-assisted ? Well, also considering the SciOps and NavOps buffs for sensors, locating stuff and et cetera... :) :cool::cool:

[Edited on 8-1-2014 by Busch]

[Edited on 8-1-2014 by Busch]
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Post by SeeJay »

It's hard for my old eyes to read everything on my iPhone
so I'll comment more later.

I would like to be able to plot a course with
multiple waypoints and fly it with autopilot.
Also an option to stop all engines at any waypoint.
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_-Caleb-_
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Post by _-Caleb-_ »

From post: 172242, Topic: tid=11563, author=SeeJay wrote:It's hard for my old eyes to read everything on my iPhone
so I'll comment more later.

I would like to be able to plot a course with
multiple waypoints and fly it with autopilot.
Also an option to stop all engines at any waypoint.
This is sounds great with the ideas i've posted last night...

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Post by PaulB »

From post: 172242, Topic: tid=11563, author=SeeJay wrote:It's hard for my old eyes to read everything on my iPhone
so I'll comment more later.

I would like to be able to plot a course with
multiple waypoints and fly it with autopilot.
Also an option to stop all engines at any waypoint.
I'd like an option to cancel a Jump that is just beginning - for instance - you are trying to find escaping Hostiles and are jumping around looking for them and sometimes as you begin the jump you will all of a sudden see a Hostile pop up on the Target Display. I'd like to be able to Cancel the jump right then and perhaps be in detection range of that Hostile.

[Edited on 8-3-2014 by PaulB]
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Post by _-Caleb-_ »

Other things:

- When u open the Nav Console the screen goes dark, then, why not a bigger nav console with a bigger "map zone"?

- Auto pilot with multiple waypoints: But if you known the Coords of a Station and you add one of the waypoints in station's coords the autopilot can enter in station, refuel and continue the travel...

Useful for travel for example to Vonari, a waypoint in my own station in X592, auto-refuel and then continue to the next waypoint. Why? For example i want travel to Sol or to Vonari or Lost Rucker or other by empty space, if i know the coords of some uncharted systems i can auto-refuel.

Other variant is: Multiple Waypoints Route (I really like this idea) but if the pilot have fuel packs in the secondary hardpoints, the game auto-use one if the fuel is <90 units.

- And the last sugggestion for this morning: Why not add a different waypoint type, Route Waypoint for example. Why? Maybe i can found a uncharted system in a BIG travel with multiple waypoints (Route Waypoints), then i can stop, make some contracts, make some money, (normal waypoints) and when i want, continue to the "Route Waypoints" (Or saving in the registry (Route Registry, a new one.) the multiple waypoints or wathever)

Regards!
From post: 172259, Topic: tid=11563, author=PaulB wrote:
From post: 172242, Topic: tid=11563, author=SeeJay wrote:It's hard for my old eyes to read everything on my iPhone
so I'll comment more later.

I would like to be able to plot a course with
multiple waypoints and fly it with autopilot.
Also an option to stop all engines at any waypoint.
I'd like an option to cancel a Jump that is just beginning - for instance - you are trying to find escaping Hostiles and are jumping around looking for them and sometimes as you begin the jump you will all of a sudden see a Hostile pop up on the Target Display. I'd like to be able to Cancel the jump right then and perhaps be in detection range of that Hostile.

[Edited on 8-3-2014 by PaulB]
I like this idea also, but then in a simple combat contract, if you need kill 8 hostiles and u have 9 in radar, when u finish the contract u can't jump back to station because have 1 hostil remaining in the radar, right?

Or when enter in Fauston/Sierra/Vonari/Thuban, etc... :S

[Edited on 3-8-2014 by _-Caleb-_]
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Post by Marvin »

From post: 172259, Topic: tid=11563, author=PaulB wrote:I'd like an option to cancel a Jump that is just beginning -
:cool: Isn't that kind of like taking your hand off the chess piece after making your move and then insisting on a do-over?
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Post by PaulB »

From post: 172259, Topic: tid=11563, author=PaulB wrote:
From post: 172242, Topic: tid=11563, author=SeeJay wrote:It's hard for my old eyes to read everything on my iPhone
so I'll comment more later.

I would like to be able to plot a course with
multiple waypoints and fly it with autopilot.
Also an option to stop all engines at any waypoint.
I'd like an option to cancel a Jump that is just beginning - for instance - you are trying to find escaping Hostiles and are jumping around looking for them and sometimes as you begin the jump you will all of a sudden see a Hostile pop up on the Target Display. I'd like to be able to Cancel the jump right then and perhaps be in detection range of that Hostile.

[Edited on 8-3-2014 by PaulB]
I like this idea also, but then in a simple combat contract, if you need kill 8 hostiles and u have 9 in radar, when u finish the contract u can't jump back to station because have 1 hostil remaining in the radar, right?

Or when enter in Fauston/Sierra/Vonari/Thuban, etc... :S

[Edited on 3-8-2014 by _-Caleb-_][/rrquote]

You can Jump back to the station as long as it's in the same Sector and I've never see a Combat Contract that wasn't in the same sector. I've had to jump back to repair damage, buy missiles. The problem is just finding the remaining Hostile (but I think it you kill ANY Hostiles you see it will count for the Contract completion).
Especially on multi-waypoint contracts I've had to jump back to the station.
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Post by _-Caleb-_ »

EDITED: I can't post without coffee in my blood.

PaulB, i've understood now

[Edited on 3-8-2014 by _-Caleb-_]
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Post by raron »

I'm still at the very beginning of this game, so I might not have much to contribute with yet.

Perhaps a Jump Drive range circle around the ship in the nav map (With available fuel, or just max, or maybe both?)?

Also I like Nigel_strange ideas, and Onirim's zoom to (and from?) pointer idea, basically because it would be more intuitive / natural.

Marvin's idea of a bigger nav panel (as the rest of the screen fades to somewhat translucent black anyway), and toggleable nav map on displays appeals to me too. Partly from using Track-IR and from having messed around with the DCS flight sim with its panels - ideally I'd want a bit bigger "headspace" to move about in the cockpit, to close in on panels etc too then - but this is probably not stictly about the NAV console anymore :)
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Post by CS-ACI- »

Hello,
From post: 172294, Topic: tid=11563, author=casualgamer wrote:Perhaps a Jump Drive range circle around the ship in the nav map (With available fuel, or just max, or maybe both?)?
You Nav range is only limited by you Engines, but you can make multiple jumps if needed to anywhere ( if you have the fuel ) by using the Auto Pilot.

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Post by SeeJay »

It would be very nice if visited, not charted systems, are added
to your map once you have visited it.

Maybe a toggle button for the display of them (on/off).
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Post by Iron man »

From post: 172319, Topic: tid=11563, author=SeeJay wrote:It would be very nice if visited, not charted systems, are added
to your map once you have visited it.

Maybe a toggle button for the display of them (on/off).
+1 :cool:
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Post by skyratt »

Along with the other suggestions insofar as Waypoints are concerned, a display with current numbers of jumps, time to destination and required fuel integrated into the displays on the ship console would be useful in my opinion. This is obviously more for the exploring crowd than the more militaristic pilots. I have one set up on a spread sheet outside of the game that is generally accurate, but an in-game display would feel a lot more realistic even if it were on the navigation console in its current state.
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Post by PaulB »

From post: 172319, Topic: tid=11563, author=SeeJay wrote:It would be very nice if visited, not charted systems, are added
to your map once you have visited it.

Maybe a toggle button for the display of them (on/off).
A good idea - but it also really needs a method of adding Jump gates to the new systems - or how about this:?
Once a uncharted system gets added too the Map (with a toggle to turn them on and off) then from that point on you have the ability to Right-Click on any of the "new added systems" and you are presented with an option to "create a Temporary Wormhole and Jump to that system. And while in that system you can Right Click and choose Return Wormhole to Jump you back to the system you came from???

That way (I think) Vice would not have to code new jump gates into the game and have them linked to specific destinations.

[Edited on 8-8-2014 by PaulB]
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Post by Marvin »

From post: 172354, Topic: tid=11563, author=skyratt wrote:... display with current numbers of jumps, time to destination and required fuel integrated into the displays on the ship console would be useful in my opinion.
With the current autopilot, the total number of jumps depends on your heading, pitch and class of jump-drive ... difficult to computer accurately. As for the other two options, they are already available with the Travel Buddy ... a mod which can be displayed on the same screen as the game and small enough to fit into a corner of the cockpit.
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Post by raron »

From post: 172354, Topic: tid=11563, author=skyratt wrote:... a display with current numbers of jumps, time to destination and required fuel integrated into the displays on the ship console would be useful in my opinion. ... even if it were on the navigation console in its current state.
(shortened quote a bit)

+1
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Post by DaveK »

From post: 172220, Topic: tid=11563, author=Busch wrote:IIRC, one of the many 'tool tips' in Legends was a recommendation to plot a nav point/jump point prior to engaging in combat - aka: 'emergency jump point'. I think this should be left up to 'piloting skills', rather than being made a feature/function of the Nav Con.
Just don't leave it too late to jump, though. If you don't have full energy (and shield recharge takes a lot and weapons take some as well) you can't jump

I occasionally use this if I want to delay an auto jump when using the autopilot - just fire the canon for a bit! :)
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Post by Marvin »

:cool: After a few hours of play, you learn to react fast enough to quickly open the Nav map and plot a jump point ... usually, by then, your energy is back to 100 percent.
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Post by Ohsirus »

I would always place a safe jump point prior to any altercation.
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Post by _-Caleb-_ »

Other Suggestion:

Select the registry nav points with a keyboard shortcut. (For example the game have 10 shortcut slots and the pilot can assign 10 registry nav points to this shortcuts)
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Post by CS-ACI- »

Hello,

Reading most of this, many good points.

Putting many of them together and asking for a big change, here goes.

A second nav screen, done in the graphic style of the game, but personal for each pilot. This map would start out blank, nothing on it at all except Evochron Station and everything visible in that single sector. As you move from sector to sector more things are then shown, plus a science officer would add more information. The range can be changed by higher level scanners and crew members up too lets say 5X5 grid. Would also record all the other information from the science officer about containers too. Have this as a second full screen map with index of all discovered items. Also could allow you to plot multiple way points for a blind search, and even set the length of jump to make each time. So you could set 3 way points ( assuming you start at 0,0,0 ) of 100,0,0 - 100,0,1 - 0,0,1 in jumps of 1,2,3 sectors. The pilot can then review the map/chart later, the bigger the fuel tanks make for better scanning and finding odd stuff.

Would also be nice to be able to add our own notes to any object that we had discovered, like "Food in this crate" or "License purchased so safe station".

This would be a big addition to the game and would need Vice to think about this for several reasons. First the overall impact on the game and machine resources. Second on how it would effect the game, not just in the way we think it would, but could there be unintended consequences.

It would mean I would need less paper and pens to jot notes down on all the time.

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Post by Nigel_Strange »

It would be nice if you clicked on a stored waypoint from your map log if the map would zoom to that location (remote or not) and give you a precise distance from your current position.