History VideoGame / Evochron

19th Jan '16 12:54:44 AM Yalsaris63
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* ''Evochron Legacy'' (2016)
20th Mar '15 3:27:36 AM waitwaht
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* AirJousting: Due to the lack of friction, and the low acceleration of most ships, fights often turn into ships boosting at each other, firing their guns and missiles, then spinning around and firing their boosters again.

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* AirJousting: Due to the lack of friction, and the low acceleration of most ships, fights often turn into ships boosting at each other, firing their guns and missiles, then spinning around and firing their boosters again. The frictionless environment of space allows for different tactics, however.
20th Mar '15 3:09:19 AM waitwaht
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* ItemCrafting: "Constructor" stations in ''Mercenary'' are a sort of public space workshop where you can turn some trade goods into other trade goods or even into ship equipment. A cheap way for both earning said equipment and generating value.

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* ItemCrafting: "Constructor" stations in ''Mercenary'' are a sort of public space workshop where you can turn some trade goods into other trade goods or even into ship equipment. A cheap way for both earning said equipment and generating value. ''Mercenary'' also has a Weapon Lab where you drop an amount of various components and turn it into a customized weapon, fine tuned to your liking down to the rate of fire, range, damage potential, energy consumption...


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* StealthInSpace: Comes in two varieties: a one-use stealth generator that goes in a missile hardpoint, and as reusable (and very rare) equipment.
20th Mar '15 2:48:52 AM waitwaht
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* CallThatAFormation: Fleet formations typically end up as disorganized and constantly shifting, but compact, groups of ships. [[ArtificialBrilliance This is deliberate]]: by shuffling constantly, it is difficult for a lone pilot to pick on ships one-by-one without eventually ending in weapon range of the other ships.
20th Mar '15 2:41:28 AM waitwaht
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* InventoryManagementPuzzle: You only get up to 5 cargo bays. Equipment that is not in use goes into them, and you cannot swap it until you are docked in a station. And then you have to have an empty cargo bay (as swap room), or sell the equipment piece to be swapped out. Sometimes commodities will ''not'' stack (i.e. picking up a container found in space while having another cargo bay with any amount of that commodity), and again you cannot redistribute loads unless you are docked in a station. And like almost everything else in this game, renting a hangar to store your stuff is ''very'' expensive.
17th Mar '15 5:41:35 PM waitwaht
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* ItemCrafting: "Constructor" stations in ''Mercenary'' are a sort of public space workshop where you can turn some trade goods into other trade goods or even into ship equipment. A cheap way for both earning said equipment and generating value.
24th Nov '14 11:22:47 PM TheRoguePenguin
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* CrazyEnoughToWork: It takes a special kind of crazy to see a black hole and say, "I'm gonna jump that." But if you plot your course just right, you can do it. It's hell on your ship, but it'll take you further than you could ever go on a normal jump.



* HyperspaceIsAScaryPlace: Entering or dropping out of warp in the atmosphere of a planet, too close to a star or in the path of an asteroid results in your ship going bang. Oddly, doesn't happen if you warp into a trade station, you just bounce off

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* HyperspaceIsAScaryPlace: Entering or dropping out of warp in the atmosphere of a planet, too close to a star or in the path of an asteroid results in your ship going bang. Doing so to a black hole will crush you, unless you land yourself so precisely close to the core that you jump halfway across the galaxy. Oddly, doesn't happen if you warp into a trade station, station; you just bounce offoff.



** Nebulas also serve as a source of helium, safer too.

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** Nebulas also serve as a source of helium, helium; safer too.
27th Sep '14 7:11:49 AM Akriloth2160
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It contains examples of the following tropes:


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!!The ''Evochron'' series contains examples of:
27th Apr '14 12:29:24 AM TheRoguePenguin
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* ArtisticLicenseEconomics: Despite your rank. you do not get discounts from [=NPCs=]. You have to build your own trade station and buy from there at 25% off. The kicker? Anything you sell there is subject to the 25% discount too at a station you own.

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* ArtisticLicenseEconomics: Despite your rank. you do not get discounts from [=NPCs=]. You have to build your own trade station and buy from there at 25% off. The kicker? Anything you sell there is subject to the 25% discount too Buying a license at a station gives you own.a 25% discount, but also cuts 25% off the sell price of anything you sell to them. Self-built trade stations automatically come with a license and follow the same rules.



** Descending too deep into a gas giant or star.

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** Descending too deep into a gas giant giant, black hole, or star. star, while not ''instant'' death, is so fast as to be virtually indistinguishable. In some cases, you can actually use the latter as ''jump points''; doing this requires plotting an in-system jump with such precision that you hit the wormhole within almost immediately and jump to the destination before the forces involved turn your ship into particulate matter.



* TronLines: In the upcoming expansion to Mercenary, all ships will have these

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* TronLines: In the upcoming expansion to Mercenary, all ships will have thesethese.
28th Oct '13 12:11:43 PM TheMysteriousTroper
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* ArtisticLicenseEconomics: Despite your rank. you do not get discounts from NPCs. You have to build your own trade station and buy from there at 25% off. The kicker? Anything you sell there is subject to the 25% discount too at a station you own.

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* ArtisticLicenseEconomics: Despite your rank. you do not get discounts from NPCs.[=NPCs=]. You have to build your own trade station and buy from there at 25% off. The kicker? Anything you sell there is subject to the 25% discount too at a station you own.
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http://tvtropes.org/pmwiki/article_history.php?article=VideoGame.Evochron