Stations, pirating, trade, factions.

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18 years 11 months ago #12972 by cambragol
There is a mod upcoming that will satisfy some of your wishes for EoC. It is called the Epic mod. It has been in development for a loooong time, and almost died out recently. But it is back, stronger than ever, and a release is imminent. It will focus mainly on upgrades to the faction system, trading, ship balance, graphics, sound, and many other small improvements. It also changes the setting of the game to an entirely new cluster, called the Middle States, which is also the name of the first and upcoming release. This release is essentially a freeform trading game, so it may be as close to your idea of an Elite conversion as you will find.

Stay tuned!

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18 years 11 months ago #12973 by Shire
Sounds good, especially the free trading part =)

more question:

1. Factions in game, I noticed in the flux.ini has limits to different states for factions, from hostile to love. Does this mean that ingame if I attack say Kong ships, their faction tolerance towards me goes down, and should I continue long enough, all Kong ships turn hostile to me?
Or is it that I can get allies only with missions, and hostiles with missions or temporary hostiles by attacking ships (ie escorts?

2. The port rules state speed should be max 250. Any punishment for roaming free in the area? So far no one went hostile for it, but better safe than sorry, so how is it?

3. Stations, indestructible unless mission requires one go down (no mods now, I read about the station mod)?

4. I got capsule drive, is it worth go pirating in other systems, or can I get all the types of loot I need (for trade purposes) from Hoffers Wake?

5. Shields, how do they actually work? I know they don't shield from behind. Could someone explain what real benefit I have from them, and do they work against masses of enemies. Or can I drop the shield energy levels for weapons and engines safely?

Got some upgrades for my tug and I agree, it's not as bad a missile bait as it used to be. Got 3 Rapid PBCs for armament and 2 tripack launchers now.

Any use to have the sensor disruptor or whatever it was called, or is it just dead weight draining my power? Same question for active scanners, stealth device, the zoom device (zooms too close, hard to aim). Am I better off stripping those out to save reactor capacity for guns and engines, or are some upgrade systems really a _must_ have?

Liking this game more every day

thxn for help again again :)
-Shire

edit: To epic team, if you need testers, I could help, I have free time now and since I'm already fervently learning this game, I'd be happy to help out. [yes, I'm desperate for an Elite conversion =D]

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18 years 11 months ago #12975 by andrewas
1) Theres no proper faction system in vanilla EoC. I think Epic has one. But for EoC, the plot will determine whos hostile and whos not.

2) No punishment, unless you happen to hit something which is its own punishment.

3) Yup. Station Assault allows this, as well as adding more defences to stations.

4) You wont get very far in the plot if you dont go to other stations, and you may as well knock over a freighter or two while your at it. But the cargo generation in EoC is fairly random. Traffic at stations bears some relation to the stations needs and products, but at an L-point you could see just about anything.

Dont worry about running out of reactor power. Sensor disruptor is a useful way to cut emissions without sacrificing anything. Turn it on, always. Active sensors are less useful, especialy in stock EoC. In Elitemod, you might just need them to identify targets at a great enough range. Zoom is handy for scoping out targets at long range and aiming the sniper PBC, but not for combat.

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18 years 11 months ago #12976 by Shire
Thnx, and about the shields? Seems I edited my post at the same time you were posting yours, so you must have missed it (as I'm sure you know the answers).


Guess I'll then put every nitpick I get into the ship. Well I got the antimatter reactor upg. and it felt I was swimming in power the next time I launched (power output increased by 1000?), very nice indeed. Still haven't got any heat problems.
Are the extra systems enabled by default after I install them when launch, IIRC the active sensors were always disabled (had to manually enable them, which sucks if there are 5+ systems)? Guess you could call it launch sequence then, great for simulation and stuff, but gets boring like the demoscenes when docking at Lucrecias's (thank the modders for the mod to disable those...).

[I use too much () sentences :\]

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18 years 11 months ago #12977 by andrewas
Shields work pretty much like described in the encyclopaedia. Against one target, the shield will track it and block its shots, with varying reliability and effectiveness depending on the class of shield you have installed. Two targets on the same facing and the lesser threat wont be blocked. Shields are well worth it, but they are not as effective as the standard sphere of shielding you find in most games.

Some systems are enabled by default. Some aren't. Systems which involve a trade-off tend to be disabled, so that you dont fly with active sensors on without meaning to, advertising your position to everyone in range.

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18 years 11 months ago #12978 by GrandpaTrout
Hi Shire,
Epic is a month or so away from needing a bunch of testing. But then we will need a bunch of help. I promise to post widely. I was a major fan of Elite: Frontier First Encounters. I think you will be pleased with what we are doing.

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