[EL] Question on territory changes

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AcePalarum
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[EL] Question on territory changes

Post by AcePalarum »

Hi all, I haven't been able to find an answer to this question elsewhere in the forums et al, so:

Am I correct in understanding that in Legacy, the only ways to change territory affiliation/control are a) building things (e.g. stations) or b) blowing things up (e.g. stations/ships)?

If that's the case, it is going to exacerbate my already mounting frustration over being completely unable to locate a build constructor, even though I saw one for sale before I had remotely enough money to buy it. (This is setting aside for the moment the frustration over the obscene amounts of money it will take to convert my absolute piece-of-crap tin can into a slightly less absolute piece-of-crap tin can.)

I'm just trying to see if I have a snowball's chance in you-know-where of affecting the environment in Legacy. If building/blowing up is the only way to do it, I may just be out of luck. :(
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Marvin
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[EL] Question on territory changes

Post by Marvin »

:cool: Try doing contracts. But, considering you affinity for rustbuckets, you might want to stick to non-combat contracts.
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[EL] Question on territory changes

Post by Vice »

The instructions offer some information on the topic, I'll expand on it a bit below also:

"Regions that are largely in your faction's control will offer non-combat objectives since the opposing faction doesn't have a significant presence in the area. Disputed regions will generally offer combat contracts as well as non-combat contracts. You may still encounter hostile ships during non-combat contracts as well as when you're not on an active contract. Regions that are largely controlled by the opposing faction will offer combat contracts, but only after you have built a space station or city in that region where you can dock and accept contracts from. Stations and cities controlled by the opposing faction won't let you dock with them. In disputed regions, both factions will have a presence in the area and you can expect reinforcements from your faction to show up at combat contract waypoints to help out periodically. ... As you destroy enemy ships, the territory control level will shift. Once the level reaches disputed, allied forces will begin to enter the area to provide support. By destroying enemy stations and cities then building your own, you can help accelerate territory control gains by introducing new contract options and equipment/weapon/trade support."

Regional control is rated by the ship presence. So the key is to destroy enemy ships to reduce their presence and shift the control level. Station/city modules are not directly part of the 'mobile force presence' factor the territory control rating system is based on. So you don't have to worry about building or even destroying modules early in the game. You can focus on just taking ship-vs-ship contracts or open combat in systems that are disputed, but at least have allied stations you can dock at to accept contracts and/or resupply from.

Stations/cities do help with support for the force presence of a faction in a region. So they are an important part of the equation, something you'll likely want to work toward as you build your capabilities in the game and possibly want to expand your faction's control further into enemy territory. But until you reach that point, you can simply focus on taking out enemy ships one way or another.
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Marvin
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[EL] Question on territory changes

Post by Marvin »

Regions that are largely controlled by the opposing faction will offer combat contracts, but only after you have built a space station or city in that region where you can dock and accept contracts from.
From my experience, you'll usually need to build a space station before you're offered contracts. If you only build a city and then dock at that city (with no station in the sector), you'll often get a message saying that your status is such that no contracts are available. If that happens, build a station and try again.
AcePalarum
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[EL] Question on territory changes

Post by AcePalarum »

From post: 188448, Topic: tid=12709, author=Vice wrote:...

Regional control is rated by the ship presence. So the key is to destroy enemy ships to reduce their presence and shift the control level. Station/city modules are not directly part of the 'mobile force presence' factor the territory control rating system is based on. So you don't have to worry about building or even destroying modules early in the game. You can focus on just taking ship-vs-ship contracts or open combat in systems that are disputed, but at least have allied stations you can dock at to accept contracts and/or resupply from.

Stations/cities do help with support for the force presence of a faction in a region. So they are an important part of the equation, something you'll likely want to work toward as you build your capabilities in the game and possibly want to expand your faction's control further into enemy territory. But until you reach that point, you can simply focus on taking out enemy ships one way or another.
So, if I'm reading you right, affecting territory control is most directly managed by blowing things up, with building things a supporting factor.

Sadly, given my lack of equipment/skill, right now combat contract = death. Actually, contract or no, combat = death. Honestly, I finally sold off all of my weapons for their pathetic cash value since even while armed, my combat options are basically 1) run away; 2) die. And building stations/cities for support isn't even an option, since there's not a build constructor to be found where I've been flying.
From post: 188446, Topic: tid=12709, author=Marvin wrote::cool: Try doing contracts. But, considering you affinity for rustbuckets, you might want to stick to non-combat contracts.
I have an affinity for rustbuckets much the same way a broke teenager getting their first car has an affinity for beaters. I literally cannot afford anything better, since the frame prices are obscene.
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Marvin
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[EL] Question on territory changes

Post by Marvin »

... a broke teenager getting their first car has an affinity for beaters.
:cool: In my day, they were called jalopies. But, either way, they can perform a number of contracts which don't require you to place yourself in harm's way. Nonetheless, if your position in life is that of Old MacDonald, don't pretend to be Napoleon and try to conquer the Evoverse. Stick with plowing the fields of more-friendly star systems.
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[EL] Question on territory changes

Post by XenonSurf »

I suggest you reading my quickguide about making your first million in a rush a little more below these recent topics. That's because the devices you need for building are rather expensive.
Also there is no way you are going to fight successfully with your starting ship, be you a crack or not... You need at least 2M-4M credits to allow for important changes of your ship in the SHIPYARD, so you can carry special devices. Read my recent guide about shipyard and hangar.

Hopefully this will give you more confidence and a good go :)

XenonS



[Edited on 6-5-2016 by XenonSurf]