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

I'm not sure if this is the place to put this but I think it would be cool to use the transport ships as a taxi or to even be able to live on one.

That saying I think it would be cool to fly a ship that big. Like it would be cool to put my military ship and my civilian ship in it and just move them both around rather than keep spending a massive amount of time going to and from my "home" station in Atlas to change my ships and equipment.

[Edited on 8-2-2011 by airassassin]
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DaveK
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Post by DaveK »

Hi airassassin - there have already been several threads about flying big ships (capital and cargo transports and carriers). I think that you would be interested in seeing how the discussions developed! :)

Summary - People either drooled over the prospect or felt that it would be an interesting game but it wouldn't be EM any more or feared that some meglomaniac would end up ruling the Evoverse :P:P:P
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airassassin
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Post by airassassin »

It's true someone could do that but there would have to be rules in place within the code. Something like the ship can't fire unless fire upon or something like that. However, giving that, I think it would be interesting to see a clan war use one and have a bunch of people in a ship ready to come out and fight.

As far as it not being EM, I'm not a 100% sure about that. Because this game is pretty much a sandbox from the start its whatever you make of it.

However, I just think it would be cool to get to a point where we can have something like that, and we can walk around inside of the ship and command the AI or other players as if it was the real thing. Even so, for right now it would be cool to put some of the transporters to work and have them transport some of our ships, ourselves, and/or our staff for a fee.
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Post by Maarschalk »

I like the Idea of a Transport ship to haul your Civy and Military ships around.
If the right rules are applied this could add to the game.
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Post by Jack Dandy »

What if Capital ships would only be effective against "Big" targets, like stations and enemy capital ships?
That way, people who have them won't be able to dominate new pilots trying to have some fun, while still giving a chance to create truly amazing fights.

Would certainly be more exciting then the current "station detonator" thing.
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Post by XB7 »

It sounds like people are scared of the cap ships. There could be a large transport frame and a new type of cargo bay that used up nearly all the hard points, forcing the user to hire out their protection - or use other players for that protection.

I think both cap and transport ships would be an amazing edition, and a bunch of rules to limit their use would defeat their whole purpose.

Maybe that would be the next evolution of Evochron Mercenary, "Evochron, the Lexington Resurrection".



[Edited on 8-2-2011 by XB7]
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Post by airassassin »

From post: 111748, Topic: tid=7829, author=XB7 wrote:It sounds like people are scared of the cap ships. There could be a large transport frame and a new type of cargo bay that used up nearly all the hard points, forcing the user to hire out their protection - or use other players for that protection.

I think both cap and transport ships would be an amazing edition, and a bunch of rules to limit their use would defeat their whole purpose.

Maybe that would be the next evolution of Evochron Mercenary, "Evochron, the Lexington Resurrection".



[Edited on 8-2-2011 by XB7]
This is what I think

It would have to have some rule's built in the code. Like the bigger ships won't go down on a planet, stations, gates, and caves due to the size.
It should be if you want to go to another system, then you can, but it will take a bit of time, like 30 seconds to jump to another system, and you can only jump near a gate.

Some other rules I think should be added is you should be able to take over someone else cap ship, but you can only do it if you're in a smaller ship. It would be cool if we can get it where you make your own avatar and have them walking around because another good thing to put in is if you can walk around on your own bridge. What this will cause is you will have to hire a crew or have other players help you, unless if you like running around trying to do all the jobs that a crew would do. Then giving the size of it, you would have to have some type of bills to keep the thing up and running. Pretty much you can say your crew, and you need's food and so on, so you have to pay for that to come to you since you can't dock.
This will add two things to the game. First is the same missions that you get where you drop something off below a ship will happen with both player and non player ships. And 2, only the rich or top clans can have them, and they are so hard to keep up that they will be few and far between at first.
It would also be cool if you can leave the ship in mid space as long as you have some type of crew on board, and you have a ship to leave in.

However, because you're in a transport ship or a cap ship, it shouldn't be thought that you need/can clean solar rays, do some mining, racing, etc., nevertheless, there should be missions toward your ship. We already have missions that have these ships in them, so we can build on that and have the player flying in those spots.


However, as for right now because we don't have avatars, I think it would just be cool to use the transport ships as a taxi and a way to move our stuff. Like you can send some type of order to the AI and have them move what you want. And it would be cool if you were using the transport ship as a taxi, you would be able to see around the ship. That away you can keep track of where you are.
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Post by airassassin »

And theoretically if we did this the real problem is how do you get your ship and crew. To my guess is you would order one from a station, it will take xyz seconds to make and as long as you stay in the area it will be made.
To get crew on your ship just have a player or npc go from the station to your ship. Or you can have them appear in a pod near the station and the cap or transport ship will use a beam to beam them aboard. You would have to be x distance away from the station in order to see what the station is selling and the crew. As far as player crew, I would say they just have to come to your ship, press F4 then press a button to dock. You have to OK it and they will show up on the bridge if you control the ship from inside the ship and not outside. Again controlling something this big inside of the ship with a bridge and the ability to walk around on a few levels of the ship like you see on star trek or star wars or any space movie, would make it more real.


O and if we do let them blow up stations like jack says then we should have the station have a defense to keep it far. Like by letting a cap ship blow up stations when a station can't shoot back then that could cause massive problems to everyone and every clan that has a few stations.
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Post by Salim »

I think you shouldn't be able to actually control the cap ship - it would follow you just like the wingmen but you would still fly a small frame ship. this could solve the proble with docking, simply leave your cap by the station, buy stuff, fly over and jettison like in the "transport commodities" mission. You could also make the Cap ship unable to attack and carry any weapons. They got the flaks after all.
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Post by DaveK »

From post: 133387, Topic: tid=7829, author=Salim wrote:I think you shouldn't be able to actually control the cap ship - it would follow you just like the wingmen but you would still fly a small frame ship. this could solve the proble with docking, simply leave your cap by the station, buy stuff, fly over and jettison like in the "transport commodities" mission. You could also make the Cap ship unable to attack and carry any weapons. They got the flaks after all.
Is this like what is available in Arvoch Alliance - combat jockey based on a carrier? OK no trade but you wouldn't expect a cap ship to be a mobile market would you? :)
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Post by Dingo »

Personally still against cap ships in this.

a game DEDICATED to cap ship, with the implied crew and hardware management would be GREAT. But a tacked-on cap ship capability would be unsatisfying.
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Post by Frozen Eagle »

From post: 111759, Topic: tid=7829, author=airassassin wrote: O and if we do let them blow up stations like jack says then we should have the station have a defense to keep it far. Like by letting a cap ship blow up stations when a station can't shoot back then that could cause massive problems to everyone and every clan that has a few stations.
Just have the message be:
"Player X is bombarding the station in sector [x,y,z]"
and have it take slightly longer than a station detonator.
Cap ships aren't too hard to destroy if you know how.
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