Still got problem with CM pods

Tips, tactics, and general discussion for Evochron Legacy.
DeLight
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Still got problem with CM pods

Post by DeLight »

i have followed the instructor which i found here.
i have cleared all my cargo bay, refilled the white dot at the CM pods (to 4X25), and refueled (for 100 unit of fuel).
but later i go to mine, i still can only store 25 mines per cargo bay, can anyone help on this issue?
i'm flying an raven (the starter plane), is that the cause of this problem?
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Sinbad
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Still got problem with CM pods

Post by Sinbad »

Hi DeLight,

One cargo bay has maximum capacity of 25 units. If you want to mine more than that you will need to have more cargo bays installed on your ship.

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Vice
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Still got problem with CM pods

Post by Vice »

Also, CM pods are not the same thing as cargo bay slots. CM pods are for countermeasures, cargo bay slots are for carrying cargo.
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Kambalo
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Still got problem with CM pods

Post by Kambalo »

You only can have 25 items per cargo bay, dunno why it cannot be increased with bigger ships, but that is the way the game has it so far. I really would like to see something like 100 units per cargo bay.
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Vice
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Still got problem with CM pods

Post by Vice »

Correct, each cargo bay is set to a standardized size, 25 standard units of material. Increasing size involves increasing the overall number of cargo bay slots, not each individual slot's capacity (and this is managed in the shipyard). In other words, you increase the size of the cargo bay itself overall and that capacity is measured in the number of slots.

The reason for its limit of 5 slots, which was debated and discussed for several years during early development, is to maintain a required minimum level of travel and risk for cargo trading. Avoiding the scenario of sitting in one place and buying 500-million credits worth of things, then only having to make one trip to sell it off for a profit. Instead, multiple trips would be required for such reward, requiring a relatively higher level of time and risk for such a reward.

That said, I am considering reevaluating this structure in the future for a possible difference in limit, maybe for a new title with a different set of base rules. At a minimum, there might potentially be an increase of double in capacity, once the effects it might have on risk, travel, and time are analyzed relative to credit value, universe layout, and gameplay difficulty (ie combat).
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CS-ACI-
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Still got problem with CM pods

Post by CS-ACI- »

Hello,

The other thing that has not been mentioned here is ship configuration menu.

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DeLight
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Still got problem with CM pods

Post by DeLight »

well, this seems a very noob question, sorry i'm not native english user so didn't really get what "countermeasure" means.
however, thank you guys for kind help on this!
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Marvin
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Still got problem with CM pods

Post by Marvin »

:cool: Countermeasures "counter" incoming missiles ... throwing them off track or forcing them to either break lock or explode prematurely.
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Still got problem with CM pods

Post by Busch »

Well, there's countermeasures, then there's countermeasures. IRL, there's at least two types that I'm aware of. PCM (Physical countermeasures) are hard object devices. HC Smoke, Flares, chaff (mostly tin foil shreds), and such like. Then there's ECM (Electronic countermeasures) which basically consists of signal-jamming equipment and such like. In the Evochron Universe, our countermeasure offering is a flare-type. Most of the missiles one may find used antagonistically, are of the IR/heat-seeker guidance type; so the flare CM's usually work rather well. Try to turn away from the incomings, and pump 4 or 5 CM's thru the turn. Most times, the incomings act as Marv explained above. Clear skies and safe groundings, Spaceman! :)
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