[*]Official web page: LINK
[*]Developer: StarWraith 3D Games
[*]Genre: Freeform Sandbox Space-combat Simulator
[*]Release date: Fall 2010 (September?)
[*]Story/Description:
Quote:
The main goal of the game's design is to provide the only freeform space-sim that lets you buy, trade, negotiate, bribe, spy, race, escort, transport, mine, explore, recruit, and design your ship in an open, seamless universe without system 'walls', 'rooms', in-game loading screens, or required jump/warp gates. Freedom, interaction, and gameplay choices are the priorities of the game's design. Fly where you want, when you want, and complete a wide variety of activities to advance in the game and make your fortune
[*]Multiplayer: Yes
[*]System requirements:
Quote:
Minimum:
Operating System: Windows XP/Vista/7
Processor: 2.0 GHz AMD/Intel
Video Card: 128 MB DirectX compatible
RAM: 1.5 GB
Hard Drive Space: 750 MB
Internet/Network for multiplayer : 128K DSL
Recommended:
Operating System Windows XP/Vista/7
Processor : 2.4 GHz or faster multi-core AMD/Intel
Video Card : 512 MB or more DirectX compatible
RAM: 2 GB or more
Hard Drive Space : 1 GB or more
Internet/Network for multiplayer : 512K DSL or LAN
[*]Trailer:
Last edited by Roger_Young on Mon, 11th Oct 2010 15:49; edited 2 times in total
I thought this had been released when I read this for purchase. 2 thoughts crossed my mind:
1) YAY!
2) My wife is going to kill me. (Because I have bought a few games the past couple of days)
BUT, it isn't out yet.
Own Evechron Renegades and Evechron Legends.
Great games. This one will only be much better.
Anyone that likes space sims and doesn't buy this should kick themselves in the balls.
1 stripe purple belt in JiuJitsu (good grief this takes FOREVER hahah)
If you own both, Renegades and Legends, you can have a discount of $10 when pre-ordering Mercenary. They are testing the pre-order system, so soon will be available.
You'll need the keys from both games.
August 28th, 2010
The game is on track for release in mid-September. Triple monitor testing went well and several last minute feature additions have also been implemented including afterburner control on the throttle axis and optional axis control of the shield/weapon energy setting.
You can check out the official Evochron YouTube channel here where the promotional video and the 7 training videos are available. Also, a new 'Information, Specifications, and Technology' section has been added to the Wiki with a first article on Fulcrum Jump Drive technology providing details on how it works and the principles behind it.
Some questions have surfaced recently about how cooperative multiplayer, the online territory control system, and the gun turret mode works. So I'll also post answers here for those interested. First, when you accept contracts together, you are not removed from the game's universe (often referred to as 'instancing'). In some games, players who either want PvP battles or cooperative objectives are forced to leave the game's main universe and are placed in a separate 'pocket' of space on their own, removing them from the gaming environment other players remain part of. That is not the case with Evochron. In Evochron, you remain part of the game's universe so other players can still chat with you and even come in and join you. You can call in for reinforcements if things take a turn for the worse, get advice from players in other sectors, or even call out for refueling. This way, all players continue to participate in the same universe without the kind of fractured zoning found in many other multiplayer games.
For the online territory system, cooperative contracts and clan-vs-clan battles can result in earning points toward control. The server tracks events involving completed contracts and clan wars, then awards percentage points to victorious groups, giving them a partial ownership interest in the system. When clan control is above 80% in a system, they are paid a percentage of earnings from that system. The quadrant map displays circles indicating which systems each clan controls. Green circles indicate the control levels for the clan you are part of. Red circles indicate the control levels of opposing clans. A clan can control more than one system at a time, but needs to maintain that control in order to maintain a high percentage score.
A player can also link to another player as a gun turret operator via the 'Connect Gunner Binding' option in the trade console. The player who clicks on the button will become the gunner. A frame will appear around the ship of the receiving player that will point in the direction the gunner is facing. The gun turret will be controlled by the same device the connecting player selected for flight control. The particle cannon and beam cannon that was on the connecting player's ship will be transferred to the gun turret. They will also have their own power supply for the weapons. Once the gunner binding is established, the connecting player will move with the pilot ship but will be able to point their cannons in any direction using a 'ball turret' type configuration. The gun turret mode provides a simplified HUD designed to facilitate managing primary cannons and monitoring the pilot ship's status.
When I heard about Evochron was made with DarkBasic that sent me a shiver down my spine. After trying the Legends demo, I begun to feel more relaxed. Maybe it hasn't top of the notch graphics, but seems to have a good ambiance. Above all, the mechanics seem very good. I'm sure that with Mercenary, things will even be better, in terms of game scope and graphics. So far I didn't read a bad critic about any of the Evochron games.
Besides, I need a new Elite.
I played a old version of evochron (don´t remember the name), but besides the good concept, the planets for example are very small, just a "little ball" in space. It still happen in new versions of the game or even mercenary ?
I played a old version of evochron (don´t remember the name), but besides the good concept, the planets for example are very small, just a "little ball" in space. It still happen in new versions of the game or even mercenary ?
A word about the subject, by the developer in the official forum:
Quote:
The idea of fully realistically sized planets was scrapped back around 2006 when Arvoch was released. There were too many problems with long descent times and atmospheric travel distances that their size was compromised to be between fully realistic and the over-sized 'marbles' in the original Evochron. The current size has generally received the fewest complaints and most positive feedback.
... the size of planets has been balanced between being too small/unrealistic taking only a few seconds to descend and too large taking 10-20 minutes to descend. The current setup seems to generally get the fewest complaints with just occasional, relatively evenly numbered, 'they're too big' and 'they're too small' comments, so it's probably just about right for most players. A typical no-burn angled descent can take about 2-3 minutes, which seems to work out well for most and offers the intended tactical and resource recovery options.
However, no they are not the same as in Legends. In Mercenary, planets vary in size greatly. Some are small more 'pluto-like' planets, others are much larger (more than double in size). For example, gas giant planets are some of the biggest in the game and there are also terrain planets just as big. So there is variation in planet sizes this time around whereas in Legends, they were all the same smaller size.
This doesn't look too bad. I've been hungering for a real update / remake / improvement of the old DOS game Wing Commander: Privateer for ages, always disappointed with what I find.
Hopefully this one won't be (as?) depressing. Pretty nice teaser video, some of those shots are downright gorgeous.
Sertorius wrote:
Just be careful to your ass while surfing on the net and NOTHING will happen to you.
This doesn't look too bad. I've been hungering for a real update / remake / improvement of the old DOS game Wing Commander: Privateer for ages, always disappointed with what I find.
Hopefully this one won't be (as?) depressing. Pretty nice teaser video, some of those shots are downright gorgeous.
Having played Eve for few years the gfx looks realy poor.
This doesn't look too bad. I've been hungering for a real update / remake / improvement of the old DOS game Wing Commander: Privateer for ages, always disappointed with what I find.
Hopefully this one won't be (as?) depressing. Pretty nice teaser video, some of those shots are downright gorgeous.
This doesn't look too bad. I've been hungering for a real update / remake / improvement of the old DOS game Wing Commander: Privateer for ages, always disappointed with what I find.
Hopefully this one won't be (as?) depressing. Pretty nice teaser video, some of those shots are downright gorgeous.
Having played Eve for few years the gfx looks realy poor.
Good thing graphics aren't everything. (Though the graphics in Evechron are just fine).
In Evechron you actually fly a ship with Newtonian physics and what not. I like Eve, but these two games are very different except they are both in space.
Not to mention the fact you can mod Evechron and run your own server.
1 stripe purple belt in JiuJitsu (good grief this takes FOREVER hahah)
I don't mind the graphics that much, it's just that models seem realy low detailed ;/
The models were always the biggest sore in the series but they are much improved in this version it seems. At least you can use your own models if you're into that kind of modding.
But i cut him slack. it is 1 guy that did the game after all. Not like he has an EA budget to hire modelers and what not. They looked better in Legends and they look even better in this version.
1 stripe purple belt in JiuJitsu (good grief this takes FOREVER hahah)
It's an indie game. It has the virtues and the defects that one game might have nowadays, when developed just by one guy. This will be my first Evochron.
It's an indie game. It has the virtues and the defects that one game might have nowadays, when developed just by one guy. This will be my first Evochron.
Do you play in mp Big_Gun?
I do.
But mostly with just my 2 boys over LAN.
1 stripe purple belt in JiuJitsu (good grief this takes FOREVER hahah)
Wow, played it a long time ago -- years. Looks like they've really made some good progress on it. When I played it the game was just a shell, really, and not at all complete. Just a reskinned Vega Strike.
Going to try it out again. Thanks
Sertorius wrote:
Just be careful to your ass while surfing on the net and NOTHING will happen to you.
I wonder what's really new, compared to Legends. I bought that one, but things got old sooner than I would've wanted. Yeah, it's a huge universe and all, but there's not nearly enough things to do in it.
You got trading, combat, combat in the navy and exploration, basically. And the latter isn't so special since a lot of the galaxy feels generic. Not to mention you can hardly 'discover' anything without at least some pointers, given the vastness of space. Unless, that is, you'd like to spend countless hours flying through the largely featureless void, hoping to stumble across something along the way.
There's also the matter about it being strictly a single-core game, and the language it's coded in. I got some slowdowns in large battles or in the presence of a lot of ships that I really shouldn't have, given my specs back then and the graphical quality of the game.
That was all on Legends. Mercenary seems to be the same but with some expanded stuff like more ships, a "clan territory control system" and buildable space stations. And apparently it still has just one quest. If it's anything like Legends', it'll be pretty damn boring.
Owning Legends, Mercenary looks like little more than an expansion, so in my case, paying the full 30-dollar pricetag for such seems unjustified.
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