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

I just bought Evochron legends and am playing around with it and I was just thinking... with how easy it is to "jump" around considerable distances. How exactly in multiplayer would you stop someone you want to attack from simply jumping away from you repeatedly?

Is there a missile like in freelancer that disrupts the fulcrum drive for a period?

Or a device that can be used?
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Post by Exim »

there is a missile (Lynx) to disable ones engine to inertial thrusters only... but its not like freelancer how the missile is really fast so it can catch someone who are in process of jumping away... also the Lynx missile can easily be avoided the same way as all missiles... perhaps something for Vice to think about... a new type of missile perhaps to stop the escaping...
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Post by verbosity »

Its worth noting that you need full energy and undamaged engines to jump, but pilots have been led on a merry dance by pilots unwilling to engage in combat.

There are also areas in the game where pilots cannot jump, or where it is risky/dangerous to jump.........
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Post by TGS »

Yeah well not that I want to make outrageous "suggestions" but playing around with the this game and having been a long time "space sim" fan going back to X-wing/Tie Fighter and enjoying the freeform (albeit "room") nature of freelancer... when multiplayer is applied and especially in games where large distances are available and can be achieved quickly there needs to be some way for an aggressor to slow down/stop or inhibit such means otherwise there really is never any risk of being killed.

"Oh look I'm being attacked alt-f2 bam I'm safe. Change
direction alt-f2 again I'm safe again"
Originally posted by Exim
there is a missile (Lynx) to disable ones engine to inertial thrusters only... but its not like freelancer how the missile is really fast so it can catch someone who are in process of jumping away... also the Lynx missile can easily be avoided the same way as all missiles... perhaps something for Vice to think about... a new type of missile perhaps to stop the escaping...
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Post by Exim »

Originally posted by verbosity
Its worth noting that you need full energy and undamaged engines to jump, but pilots have been led on a merry dance by pilots unwilling to engage in combat.

There are also areas in the game where pilots cannot jump, or where it is risky/dangerous to jump.........
I've jumped with engine on 80ish-90 before... forgot exactly how much but certainly not 100
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Post by TGS »

I suppose the question would be... would anyone else be interested enough in such a feature? If so how should it work?

A high energy "device" that creates say a 5-10km "inhibiting" field preventing FD jumping from or to similar to how Interdictor ships work on star wars (would be my preference as it would also allow you to stop people from jumping to you) It could be balanced by being expensive... requiring a larger ship and have a charge up time of like 10 seconds and a charge down time of 5 seconds. And naturally you couldn't use your jump drive either.

Or a missile based approach like in freelancer where you shoot a missile at the person and it disables their jump capability for a duration.
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Post by MMaggio »

I believe we have something like that now.
It's called a "Leech" missile.
I could be mistaken. Won't be the first time.
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Post by Marvin »

Originally posted by TGS
I suppose the question would be... would anyone else be interested enough in such a feature?
Not me. Too gimicky. In free space, it's more realistic for a neutral to have an escape "route" ... jumping through hyperspace has been that "route" since before Star Trek (check out Asimov's Foundation Trilogy).

If you want to roam the galaxy as a hostile, take lessons from Romulan. There are a number of ways to ambush an unsuspecting neutral so that he is either forced to fight or doomed to die.
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Post by 49rTbird »

Hi TGS, welcome to the forum. :)
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Post by Exim »

imho tho... those system targetting missiles also emp missile are too slow and too easily avoidable... one would have enough time jump away if he/she isnt actively engaged in a fight using guns... or he/she can go to >4K speed to outrun the missile then recover for a getaway jump...
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Post by TGS »

Wow thank you all for the replies. Its great to see active discussion regarding the topic! I will have to do some research on the Lynx missile and such but perhaps someone with more experience with it could clarify on its ummm usefulness. Me personally I'm not much the "pvp" type BUT that being said nothing annoys me more than a game where you have a great open ended world... "realistic" nature and IF someone logged on and was inclined to come kill you you're simply a alt-f2 away from "poofing" out of their attack range. And sure they can try to chase you but as far as I can tell chasing via jump would be quite difficult in the game.

I suppose the issue is more in terms of there being no real charge up time to the jump drive. Whereas if you are an avid sci-fi fan such as myself and follow Star Wars/Star Trek and various other universes you'd know that their high speed usually had drawbacks. Star Trek's primary draw back was a course had to be laid and the warp engines had a 3-5 second charge up time as well as the trajectory being perfectly "trackable" And in star trek microjumping wasn't something that happened often due to the power requirements and complexities.

Then you have the star wars universe which is very much like the star trek universe in that a charge up time was necessary for the "nav computer" to calculate your jump coordinates and it couldn't be near any natural or unnatural bodies of gravity. So basically if you are attacked you couldn't simply jump away within a matter of seconds. I suppose that's why I brought up the question. It would be really nice with a game of this... scope if there were an effective means of stopping someone from simply jumping away from you.

And thetiebers thank you very much for the warm welcome. This community seems to be quite active and very friendly. Something I'm not use to on the gaming scene. Its very refreshing.

[Edited on 4-19-2009 by TGS]
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Post by Jeremy »

TGS, imo one of the nice features of EvoChron is that you *can* avoid people who go around shooting everything in sight - just by jumping away. I'd hate to see that changed, to be honest.

Anyway, from what I can tell, what you're saying is already in the game:
You have to have your energy level fully charged up to use your jump drive. ;)
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Post by Maarschalk »

Hi TGS, Welcome to the game and Forum!;)
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Post by TGS »

Thanks again for the responses guys I really appreciate it. Jeremy I am replying directly to you on this one because I both agree and disagree but for the most part I would like to request more information on Lynx/Leech and EMP where applicable towards anti-jumping methods.

As for the avoiding people I love that you can avoid people and I completely agree that in a freeform game like this it should be an option from the moment you have an idea someone is going to be hostile towards you. But I also think that when long range travel like this is too easy there should be reliable methods of stopping someone from just poofing.

Now as people have suggested there seem to be methods in the game already. Then there's the stealth and ambush approach but I haven't gotten far enough to really tinker with those aspects of the game yet. I just know that I love multiplayer games and I love the ability for players to engage each other on all levels. Hostile, Social, Trade all of those things are awesome.

Honestly I would love to find out if there is a "hard" limit built into how many players can be on one server in this game. Imagine getting a pretty heavy duty dedicated server if there isn't a hard limit to how many players could exist in the game you could potentially have hundreds of players and with how massive the universe is even then you could potentially go a long time without encountering other players. The option would still remain though. Its great!

Anyway I'm rambling lol. I look forward to talking with you all more and hopefully even seeing you in game.
Originally posted by Jeremy
TGS, imo one of the nice features of EvoChron is that you *can* avoid people who go around shooting everything in sight - just by jumping away. I'd hate to see that changed, to be honest.

Anyway, from what I can tell, what you're saying is already in the game:
You have to have your energy level fully charged up to use your jump drive. ;)
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Post by Marvin »

Originally posted by TGS:
Then you have the star wars universe which is very much like the star trek universe in that a charge up time was necessary for the "nav computer" to calculate your jump coordinates and it couldn't be near any natural or unnatural bodies of gravity.
Most sci-fi themes that employed some type of hyper-space jump drive also allowed for the "blind jump" ... complete with the explicit dangers involved.

:) But I've always liked the restriction against initiating a jump when close to a gravity well.
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Post by verbosity »

Originally posted by Marvin
:) But I've always liked the restriction against initiating a jump when close to a gravity well.
Ohh sun jumps.............. :cool:
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Post by TGS »

LOL I hate to say it but... what blind dangers are there in evochron? Unless you very randomly hit something alt-f2 is pretty safe :P

Imo I love the freedom of the game I guess I have gotten too accustomed to my EU star wars where hyperspace jumping wasn't always an option. Took time to calculate your jump and there was always the possibility of interdictors (Gravity well producing ships)

Would be awesome if at much higher levels there could be such a ship in Evochron. That had a gravity well generator disrupting all jumping to and from say a 25-50km radius. Obviously requiring a large ship a lot of money and a charge up time. And it could have the added bonus of ticking off any local npc's that may have otherwise wanted to jump causing them to be hostile to you.

Ahhh *dreams* lol.
Originally posted by Marvin
Originally posted by TGS:
Then you have the star wars universe which is very much like the star trek universe in that a charge up time was necessary for the "nav computer" to calculate your jump coordinates and it couldn't be near any natural or unnatural bodies of gravity.
Most sci-fi themes that employed some type of hyper-space jump drive also allowed for the "blind jump" ... complete with the explicit dangers involved.

:) But I've always liked the restriction against initiating a jump when close to a gravity well.
[Edited on 4-22-2009 by MMaggio]
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Post by warsign »

Originally posted by verbosity
Originally posted by Marvin
:) But I've always liked the restriction against initiating a jump when close to a gravity well.
Ohh sun jumps.............. :cool:
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