Couple of noob questions

Tips, tactics, and general discussion for Evochron Legacy.
Olorin
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Couple of noob questions

Post by Olorin »

Hey all, I've had this game for a while, but haven't really played much of it til recently...anyway now that I've started playing I had a few questions I was hoping someone could answer

1) I heard there is a military career or something that you can follow? Is it only available if you start as a military pilot or can you start it with any character

2) Can you own multiple ships, or do you only have a single ship that you upgrade? Like can I have a miner and a figher and a multipurpose type ship?

3) Can you build/own/pilot capital ships or are those only for the AI?

Thanks for the help :)
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Couple of noob questions

Post by Parapilot »

Hey Olorin Welcome the the board.
You can start anyway you like and trade from military to civilian or vise versa. You can store your ships in different profiles on your computer or in the hangars in stations(for a reoccuring fee). As you make more cash you could have different ships stored all over the Evochron Universe if you want.

No owning/flying or building capital ships tho:(

Hope to see you in MP soon.
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Couple of noob questions

Post by 49rTbird »

Hi Olorin, in case I have not done so yet "Welcome to the forum and the Sim. See you out there sometime.:)

Warning, if you hire a crew for your Civilian ship, you will lose them when you switch to a Military ship. The Military ships have Pilot only. Many pilots use civie ships to do military missions.;)
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Couple of noob questions

Post by SeeJay »

Welcome Olorin. Hope to see ya out there.
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Olorin
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Couple of noob questions

Post by Olorin »

Thanks for the help. Just another question...how do I actually buy a second ship. When I enter the shipyard, I'm only given the option to Build and Trade, which trades in my current ship and gives me a new ship while charging me the difference. Is there any way to just outright buy a new ship without trading in my current one?

Also one other thing. When building a ship I noticed you can add shield components...shield 1 all the way up to shield 10. How does this interact with the shield x1, shield x2, shield x3 that I can buy at stations and such?
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Couple of noob questions

Post by 49rTbird »

I believe you open up the "hanger" and store your ship. It is advisable to save before you do this as any mistakes may not be retractable. The shield x1 etc are add on's and help regenerate what ever grade shield you have.

[Edited on 1-26-2011 by thetiebers]
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Couple of noob questions

Post by Ophiuchus »

Olorin,
Shield boost C1 - C5 are shield/core multipliers, as I understand the intent. Basically, if you have Lvl 10 shields and a C5 shield boost, your shield protection lvl is a value of 50. With this basic premise, it follows that Lvl 9 shlds plus a C5 shield boost is a value of 45. And then, the corresponding combinations with each shield lvl and shield power booster that's available. Then there's the shield array recharger to consider in your ship building and/or operational focus. TBird has the right of it, re: buying/building a new ship.

Good luck and welcome! :)

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Couple of noob questions

Post by Knight Rider »

Welcome Olorin...
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Couple of noob questions

Post by Olorin »

Thanks a lot for the help guys. I've got another question (sorry for all the questions but I've been slowly trying to crack open this game)....reading through the forums I noticed that there is a whole line of military frames separate from the civilian frames that I can see in the ship upgrade section. But you have to be a military member in order to gain access. And apparently they don't hire mercenaries? So how am I supposed to gain access?? Or is it some kind of secret that I need to figure out?
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Post by verbosity »

There are a bunch of war zones ( popular gates to them exist in the talison and cerulean systems amongst others), pop in there and fight the good fight against the Vonari ( wolf-like Aliens which smell of pineapple), dock at the carrier ship to buy military ships.
The higher your military rank the better ship you can buy, to increase your rank do lots of contracts in the war zones.

Mil ships have advantages ( a hoot to fly, powerful as heck), but disadvantages too ( no crew or cargo ).

My advice, get rich, buy fulcrums, nuke em' hard. though they are the best way to hone your skills against ai, but you'll spend a looong time doing it just through dogfighting.
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Olorin
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Couple of noob questions

Post by Olorin »

Okay, I got another question. I finally finished the quest line and found the secret planet and got paid and fitted out a Starmaster and...was less than thrilled. The thing handles like a truck. My Sentinel with Falcon MK II wings and a Richton engine was waaaaay better than the Starmaster even with Nighthawk wings and a Quantum engine (which didn't leave room for much else). So I was wondering, what role do wings and engines play in agility? It seems that wings increase base turning rate? But what about horizontal and vertical thrust? Is that a function of the engine power or the wing system?

Also, I noticed that you can buy afterburners from some stations. Does that take up an equipment slot for a stronger afterburner? Oh yeah and I also saw a piece of equipment somewhere that claims it will shoot down incoming missiles. Is that worth the investment at all?
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Post by Marvin »

It all depends on how you fight. Or if you plan to fight. The wing increases a craft's ability to turn ... as indicated in the Wing Enhancement Chart shown here:

http://evochron.junholt.se/objectdescri ... object.htm

IDS thrust multiplier is a built-in system that pretty much gives wings priority over engines when building up your ship.
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Post by Olorin »

So then the wings determine the strength of horizontal/vertical thrusters?
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Post by Marvin »

I'm not sure what you're getting at. But I've never seen much change in my maneuvering thrusters ... just in my ship's rate of turn. It turns a whole lot faster with a C13 wing. And a C5 engine isn't much of a sacrifice in performance as long as I can set it to x3.
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Couple of noob questions

Post by Olorin »

Yes maneuvering thrusters. I know engines affect forward thrust, wings affect turn rate, but I don't know if its engines or wings that affect maneuvering thrusters. Also, you can change the multiplier on IDS (is that what you meant by x3)? What does that do (man, I know nothing about this game)?
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Post by Marvin »

For example, base speed for a Mammoth is 256 with a C1 engine ... with IDS engaged, you can only get the ship to go 256 kps (not counting afterburner). If you set the IDS multiplyer to x3, then you can get that same engine up to 768 kps.

Naturally, even with a C13 wing, you still have enough assembly points for a better engine. Either way, you can crank it up to x5 ... which is pretty fast for a class 1 engine.
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Post by Olorin »

Ah, I didn't know the thing about the multiplier. I pretty much just use inertial with my afterburner and turn IDS on if I need to decelerate. Usually used maneuvering thrusters to correct any vertical or lateral acceleration. In the mammoth case you mentioned I would assume that while using a C1 engine and setting IDS to x5 would result in a fast top speed, it would take much much longer to accelerate to top speed than a C10 engine, right?. Which is pretty important for fighting. Same with the thruster. I want to be able to accelerate/decelerate quickly in a needed direction, top speed isn't so important for me since I don't use IDS.

Anyway, Ophi mentioned the legacy on the server and I'm pretty happy with it. A bit smaller than the likes of the starmaster, but I'm able to get a C9 engine, C9 wings, and a C10 shield with enough space left over for a single cargo slot. And it handles great and actually accelerates quickly. Can't wait to get a high enough ranking to try out some of the military ships.
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Post by Marvin »

:cool: The best thing about the multiplyer (for me, anyway) is it allows me to stay within cannon range of otherwise faster ships. It is no longer a situation of "full throttle up - pull throttle back" ... there is now enough leeway to continually adjust my ship's speed to compensate of the enemy's maneuvers.
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Post by Galaxian »

Welcome!

I ran a Legacy for quite a while, test drove a Starmaster, didn't care for the handling and went back to the Legacy.

Recently though, I've gone to the Starmaster as my civi ship. I've come to grips with the handling and I really like having 8 equipment slots, 3 crew, 2 cargo bays and lots of fuel. with a 12 wing system, I get around all right, just have to stay ahead of it a little. The massive shield and power cores don't hurt either.

I do OK in combat situations. Just have to use tactics that play to the Starmaster's strengths.

:D
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