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History Videogame / Evochron

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Oh, and did we mention [[GeniusProgramming this series was developed by one man? (in his spare time!)]]

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Oh, and did we mention [[GeniusProgramming [[SugarWiki/GeniusProgramming this series was developed by one man? (in his spare time!)]]
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It has gameplay similar to ''{{Freelancer}}'', another space combat simulator. However, it also supports planetary exploration, Newtonian physics, and is much more wide and open.

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It has gameplay similar to ''{{Freelancer}}'', ''VideoGame/{{Freelancer}}'', another space combat simulator. However, it also supports planetary exploration, Newtonian physics, and is much more wide and open.
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* DesignItYourselfEquipment
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Players create a profile, which is shared between singleplayer games and multiplayer servers - if you were to buy a ship in singleplayer, it'd be taken with you in multiplayer. If you were then to upgrade the ship in multiplayer and save, you could use the upgraded ship in singleplayer.
Ships are customizable by swapping frames (the cockpit and body of the ship), engines (acceleration), wings (strafing power, turning power), shield generators, fuel storage, and cargo bays.

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Players create a profile, which is shared between singleplayer games and multiplayer servers - if you were to buy a ship in singleplayer, it'd be taken with you in multiplayer. If you were then to upgrade the ship in multiplayer and save, you could use the upgraded ship in singleplayer.
singleplayer. Ships are customizable by swapping frames (the cockpit and body of the ship), engines (acceleration), wings (strafing power, turning power), shield generators, fuel storage, and cargo bays.
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* ''Evochron Legacy'' (2016)
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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.

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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.
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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.
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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.
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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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* 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.

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It contains examples of the following tropes:


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!!The ''Evochron'' series contains examples of:

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