Couple of noob questions

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

Post by JOHIsaac »

Hello together,

I have a couple of question I hope somebody can answer.

Can I have more then 5 cargo bays? I expanded my beginnership with 5 Carbo bays and played around in the ship yard but was unable to create a ship with more then 5 cargo bays. My fault?

Is there a description of the items for ships available? What is the difference between shild module 1 and for example 3.

What Info is the Y C R for the item? For example the Calss 2 Cannon has Y 25 C 120 and R 700. What is that?

What will the crew do for me once hired and how much money do they get? For example there is a Trade: Science Ops available for 910/c ...what does the c stand for?

best regards,
Isa
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Couple of noob questions

Post by warsign »

Originally posted by JOHIsaac
Hello together,

I have a couple of question I hope somebody can answer.

Can I have more then 5 cargo bays? I expanded my beginnership with 5 Carbo bays and played around in the ship yard but was unable to create a ship with more then 5 cargo bays. My fault?
Max is 5...

Is there a description of the items for ships available? What is the difference between shild module 1 and for example 3.
http://www.starwraith.com/evochronmerce ... iverse.htm
What Info is the Y C R for the item? For example the Calss 2 Cannon has Y 25 C 120 and R 700. What is that?
Y: Yield
C: Cycle rate
R: Range
What will the crew do for me once hired and how much money do they get? For example there is a Trade: Science Ops available for 910/c ...what does the c stand for?
Every crew has different abilities... Taken from game instruction of EM:

"As you increase your wealth, you may want to hire a crew. Hiring crew members can enhance the capabilities of your ship and its systems. An engineer can help repair your ship systems (engine/propulsion, navigation, and weapons) and armor much faster than an automated repair upgrade can. A navigator can help alert you to important objects in space, such as wormholes and hidden cargo containers, at a much greater range. They can also help protect you from making dangerous jumps too close to planets or moons. A weapon operations specialist can tweak your primary weapons to improve their firing capacity (also improving their long term yield). A science operations specialist can alert you to important benefits in a system as soon as you arrive, including asteroid field locations, planets that have material to mine, wormhole locations, hidden containers, and dense nebula cloud locations. They can also improve the efficiency of your mining beam, letting you mine materials more quickly when stationary. "



[Edited on 11-6-2010 by warsign]
JOHIsaac
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Couple of noob questions

Post by JOHIsaac »

Thank you warsign!

Only 5 cargo bays is a bit disapointing, I hoped for a huge traiding ship with dozens of cargo containers :-)
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Couple of noob questions

Post by 49rTbird »

Hello JOHIsaac, your idea of more cargo bays is not a new one and maybe the future will be kind but even with the 5 now you can become rich in a short time ;). Welcome to the forum and the Sim. Have fun and hope to see you out there sometime.:)
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Couple of noob questions

Post by Ravenfeeder »

There's also lots of stuff you can store in your weapons bay. Say you find a location that sells FTs cheap, you can use all of your weapons slots, plus your cargo bay, to store them, that gives you 13 slots to play with.

You can make some decent money trading FTs.
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Couple of noob questions

Post by Maarschalk »

Hi JOHIsaac. Welcome to the game and forum.....;):cool:
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Couple of noob questions

Post by SeeJay »

Hi JOHIsaac and welcome to a great sim. See ya out there.;)
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bubblebobble
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Couple of noob questions

Post by bubblebobble »

i hope to add some more... (sounds noob for me)

1. What i get after i own a trading station (through license buying & build a new 1, any differences between them?)

2. Is there a max cap for wingmen?

3. Can i wipe out the rebels from a system (like Aries)?

4. Why my item stored in hangar bay will be gone after i being killed and load game?

5. What is the science ops means by container location in 254 pitch -8?

plus: i hope i can hire a wingmen to transport my mining materials to tradestation, is that possible?

more noob question in future ><
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Couple of noob questions

Post by 49rTbird »

Hello bubblebobble, I will try to answer some of your questions and others can correct me (lol).
you can buy things at a reduced rate once you buy a stations license but be careful on which station you buy (due to price and location) buy low at one sell high at another.
2. don't know.
3. Not really but you can reduce them.
4. No.
5. It means if you turn to that heading and pitch and go forward you should find a container (watch on your 3D radar for a new Purplish blip to show up when you are near.
No you have to haul your own stuff.

Welcome to the forum and the Sim. See you out there sometime.:)
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bubblebobble
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Couple of noob questions

Post by bubblebobble »

thanks for all the answer ^^Y

more question >< :

1. if i get wingmen to mine for me, is it worth it?

2. in my recall from the manual, if i'm playing MP i will own a sector income? how is it working?

3. i wish to host a MP server, (so me and my friend can play together ^^Y) where can i download it?
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Marvin
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Couple of noob questions

Post by Marvin »

Originally posted by bubblebobble

1. if i get wingmen to mine for me, is it worth it?
Depends. It's certainly something worth trying. If your wingman turns out to be skimming off the top ... well, then you'll know better than to hire somebody the next time.

2. in my recall from the manual, if i'm playing MP i will own a sector income? how is it working?
To own a sector, you must do contracts in that sector. Each contract is worth about 1% ... so, you need to do at least 100 contracts to reach 100% ('though you start receiving income prior to getting that high). If some other guild already owns the sector, then it's a bit harder ... you must first do enough contracts to cancel out the other guild's percentage.

3. i wish to host a MP server, (so me and my friend can play together ^^Y) where can i download it?
It's on the same download page as the main game:

http://www.starwraith.com/evochronmerce ... nloads.htm
bubblebobble
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Couple of noob questions

Post by bubblebobble »

Originally posted by Eclipse
To 'own' a system in MP; you must use the clan tag system (details in the 'Multiplayer' section of the instructions).
The system must be at 80% or higher for the entire payment cycle to receive the system payment, all clan pilots receive the payment.
ok.. thanks you both for the answer ^^
how about own a sector in SP?
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Couple of noob questions

Post by Pyroka »

You can't in SP, the clan control system only works in MP. You can turn all the systems green in SP if you work at it, by doing contracts for Navy, Energy and Miners, as well as blasting any Guild or Rebels ships you see.
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Couple of noob questions

Post by Aures »

Don't forget to mention the whole rep reset thing, you wouldn't want someone to kill a hundred guild/rebels and have it wiped out.

To change your rep level you have to raise navy and energy to near 100% repuation while lowering guild and rebel rep to nearl 0%. If you leave the system (changing sectors is fine) before you have completed the global rep shift most of the reputation increase will be gone the next time you enter the system.
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Couple of noob questions

Post by ~G~ »

Can You Work for rebels to reduce your hostile rating, I managed to get into pearl station and accept a mission, leaving i was abliterated,

Been mining last 24 hrs and upgrading ship and saving for licence, when i next visit that welcoming nightmare station.
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Marvin
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Post by Marvin »

Originally posted by ~G~

Can You Work for rebels to reduce your hostile rating....
:o No, that would probably increase your hostile rating. Do contracts for the navy, miners and energy. And, if you run across any hostile ships of those three, steer clear of them. If the space around the station is crowded with hostile naval ships, either go elsewhere or dock quickly.

:cool: You can also build your own station in hostile territory. It won't guarantee your safety (unless you enter the station after docking) but it will let you dock without paying a fee.