Cycles

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

Hey guys!

Just wondering how long a cycle is, or a system cycle, I've read on the clan forums a lot about pay per cycle - is that irl days, or Evoverse time??



Wolfie

[Edited on 12-20-2012 by Wolfie]
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Marvin
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Post by Marvin »

:cool: The cycle in question is somewhere in the vacinity of 12 minutes. Except for regeneration cycles (like for the Excal missile) ... which is around 3 minutes.
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Post by Maarschalk »

Which is Evoverse time!......;):cool:
Arvoch Alliance Stat:


Evochron Legends Stats:


Evochron Mercenary Stats:


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Post by Marvin »

:cool: Oh, and for the expansion, there is a much slower cycle ... that of planetary rotation.
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Post by Wolfie »

Wow, some people earn a lot of money then!!! Thanks guys

12 minutes... Dayum :p
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Post by Marvin »

:cool: You also get charged storage fees each cycle ... so, some of us lose more than we make. :o
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Post by DaveK »

The rent cycle for a hangar is about twice the time of the payment cycle.

From the Hints&Tips Guide:

What's a payment "cycle?
It's the length of time between "pay periods" ... intervals where you get charged for storing equipment at a station, where you are required to pay your crew, and where you get paid for territories you control if you are in a clan. Clan members get paid 100K credits per controlled system every 10-12 minutes.. You get charged for a hangar and crew around every 20 minutes.

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Post by Major Grubert »

100.000 for controlling a system is some ridiculous small amount considering the "work" it is to get and maintain control over it...
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Post by sundalo »

That's why you have trading so you can make bank to supplement station control income.
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Post by Major Grubert »

I know, i do trade a lot, my trades make me 100 times more income than could make any system control
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Post by DaveK »

From post: 152506, Topic: tid=10190, author=Major Grubert wrote:I know, i do trade a lot, my trades make me 100 times more income than could make any system control
System control is a clan thing. It's intended to encourage MP combat with clans fighting for systems. To maintain control you do contracts in your systems - you get the fees plus the points towards your rank. Clans were never intended to be a quick money making thing.

If your clan controls 10 systems you make 1 million every 5 minutes or so! - regardless of what else you are doing.

Not all clans control systems - [HB] has none - they just act as helpful good guys

You can be in a clan, do your clan chores to maintain the system and then spend the rest of your time doing what you want

So, be a clan member and part of a group or be a loner . . . .you're choice

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Post by Busch »

For me, the clan/system control disbursements are incidental to mission performance/completion activities. It does allows some latitude in not having to perform contracts/missions to maintain a "professional" standing. And the cash helps when I award "scholarships"......;) 106 + billicreds in the burse ain't bad.... :cool::cool:

Oh, and it's a sliding scale, so to speak. Younger clan pilots will draw about 11k per cycle. The aging veterans (like me) draw 101k per cycle...check it out... ;)

[Edited on 12-21-2012 by Busch]
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Post by DaveK »

From post: 152524, Topic: tid=10190, author=Busch wrote:For me, the clan/system control disbursements are incidental to mission performance/completion activities. It does allows some latitude in not having to perform contracts/missions to maintain a "professional" standing. And the cash helps when I award "scholarships"......;) 106 + billicreds in the burse ain't bad.... :cool::cool:

Oh, and it's a sliding scale, so to speak. Younger clan pilots will draw about 11k per cycle. The aging veterans (like me) draw 101k per cycle...check it out... ;)

[Edited on 12-21-2012 by Busch]
I agree totally about the reasons! And thanks, I didn't realise that the payment was graded according to presumably wealth/rank - though given that station building and licences get more expensive as you progress I suppose it shouldn't be a surprise!

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Post by Marvin »

:cool: Territorial pay is the only money you don't work for ... directly. When you do contracts to maintain or build percentage, you get paid for each contract. The pay per territory is simply frosting on the cake. (But, controlling ten systems? Please, let's not get greedy.)
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Post by Busch »

At one time, on the Remula-1 platform, Clan StarWolves controlled 16 systems in Evochron. Fact. That was then. We were obviously a bit more "fleshed out" active-duty personnel-wise. Then the "Clan Wars" began in earnest and a lot of good pilots, friends and really sterling people bailed, both inside and outside of the StarWolves. Haven't seen 'em since. The StarWolves then pulled back into the right lower quadrant of Evochron, totally de-militarizing the 10 abandoned systems. I know - I performed the major portion of the de-milling work myself.

Someone "in charge" forgot the axiom that one may draw more flies with honey than with vitriol.
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Post by Wolfie »

16... woah. Lol, you guys would have been loaded :P and i sort of get it now - you get paid for how high you rank is, proportional to the amount of systems owned by your clan.

So, logically, a clan member who is a 'legend' who only owns one planet will earn less territorial pay, but more contract pay compared to a medium-ranked member of a clan with, say, 16 planets?

Right? Lol
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Post by Marvin »

:cool: Not planets. Not even star systems, really. What you claim is a block of space (as opposed to a plot of land).
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Post by Busch »

True dat, Marv! It's all basically a real estate deal. 80% Clan control of a system, is the bottom-line necessary to start the process in a given system. The decay rates are co-relational to the "density-of-presence" in that given system. Vice has set the minimums for a decent control precentage-versus-decay-rate "impact", at about 25 stations per system. This does permit some "latitude" for indies to build, hopefully with permission in managed systems. And, it's also is a 'shoe-in' for "sniping", in Clan vs Clan scenarios. One point in clan system control considerations... ;)

Back in the day, "we" (collective rather than Imperialy) were drawing $161.6K per cycle from those systems - Legend-status fer sure, Dude! As I've noted, the "younger" members, in actual game-play longevity point-standing, did draw 11K per cycle - Bro Wavey may stand forth witness. The pay increases, as does the civ side rankings, the more attention that is applied where matters most. Not sure where the break-point is, rank/status-wise. Haven't tested that yet, with any of my other profiles. Don't think I want to either. As a Clan Squadron Lead and Wing Adjutant, I would vote the black ball on that "attempt" as a matter of course. Imhyco, one Clan alias is sufficient-to-need.

[Edited on 12-24-2012 by Busch]

[Edited on 12-24-2012 by Busch]

*sry, edited for spelling. I hate my spastic fingers.

[Edited on 12-24-2012 by Busch]
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Post by Marvin »

In the "old" days, this was how the game defined areas of space:

Code: Select all

-Local Nebula Backdrop And Reputation
NebBackXLow=-1500
NebBackXHigh=-1000
NebBackYLow=-100
NebBackYHigh=100
NebBackZLow=-1000
NebBackZHigh=500
NebBackText=3
ReputationID=5
Reputation=1
-EndNebBack
Where "Reputation=1" set the global reputation level for an area of space defined by the high and low X, Y and Z coordinates.

But then along came territories. And the maximum number of trade stations which could be built in any area. Except territorial boundries and station limitations didn't follow (necessarily) the same X, Y and Z coordinates as did global reputation. Station limits are probably determined by a grid pattern ... which ignores the location of star systems and/or global reputations.

But, as for territorial limits ... I have no idea where they lay.