Obsucre EVO Facts

I dunno about the tabs not lining up. Must be the browsers rendering them or the other letters at different widths. Codebox doesn't use a monotype font on my comp, so the only way to line its contents up is with tabs. Code is monotype, but it's not sidescrolling so its text wraps around, creating problems for wide tables.

Regardless, I did some tests on missile jamming effectiveness. I did not do every possible test, but I did enough to get a general idea of how it works. For my tests I made a number of planets each of which has a single ship in its defense fleet; each ship has 100 missiles, and the ships for the different planets have different missiles that are differently vulnerable to different types of jamming. Then I made a planet where I could by several different types of jammers. There were no asteroids or sensor interference. Here are some preliminary results.

If your ship doesn't move then all missiles come straight at you regardless of jamming. Assuming you are in range of the missiles and are moving but cannot outrun them, there are five major level of jamming:

  • Home: If you do not have any jamming to which a given missile is vulnerable then the missiles will bear down on you mercilessly and hit you every time.

  • Chase: If you have weak jamming to which a given missile is 50% vulnerable then the missiles will jiggle in their course, occasionally zig-zagging, but almost all of them will still hit you.

  • Spray: If you have weak jamming to which a given missile is 100% vulnerable then the missiles will turn a random amount from -45 to 45 degrees, creating a sort of delta-shaped field of projectiles, some of which might hit you.

  • Miss: If you have strong jamming to which a given missile is 50% vulnerable then the missiles will veer away from you. None of them are likely to hit you.

  • Flee: If you have strong jamming to which a given missile is 100% vulnerable then the missiles will turn sharply and fly directly away from you. They will never hit you unless you purposely fly into them.

Then I started testing with missiles that are vulnerable to more than one type of jamming, and jammers that jam more than one type of guidance system. I did not get into multiple jammer outfits, either of the same type or different types.

  • A missile that is vulnerable to more than one type of jamming can be jammed by any of those types.

  • A jammer than has both strong and weak jamming checked for a single type of guidance functions as a strong jammer most of the time. I can't remember exactly.

  • If you have weak jamming to two types of guidance, and a missile that is 50% vulnerable to both is fired at you, the missiles will mostly behave as #4 on the above list, but some will behave as #3.

As it would happen, I left the paper I was keeping notes on at home next to my computer, so everything in this post is from memory. I am fully confident in the missile behaviors I mentioned, but I can't recall the effects of some of the more complex combinations, like 50% type I and 100% type 2 vulnerability against strong type I and weak type II jamming. I did no tests with more than two types of jamming.

Anyway, if the tables in my previous post are not showing up properly for you, maybe this list will serve as a handy guide to the jamming vulnerabilities of EVO missiles, and the capabilities of EVO jammers:

Missiles Hunter Missile: Unjammable (behavior #1).
Needle Missile: Jammed completely (behavior #5) by needle jammer.
Persuit Missile: Jammed slightly (behavior #2) by ECM system.
SAD Module: Jammed somewhat (bevavior #3) by ECM system, and completely (behavior #5) by Zidagar ECM.
SAE Module: Jammed greatly (behavior #4) by Zidagar ECM.

Jammers ECM System: Jams persuit missiles slightly (behavior #2) and SAD modules somewhat (#3).
Needle Jammer: Jams needle missiles completely (behavior #5).
Zidagar ECM: Jams SAD modules completely (#5) and SAE modules greatly (behavior #4).

The one important thing I am still not positive about is how SAD modules are jammed when you have both an ECM system and a Zidagar ECM. This requires further investigation.

Qaanol, on May 27 2005, 05:29 PM, said:

(*)There are two systems named "Kelmaon" and it is possible to make both of them uninhabited.
(/list)
View Post

The second Kelmaon is already uninhabited I think.

One thing that a lot of people miss is that the planet Iothe starts with an 'I', not an 'L'. I have to admit for a long time I thought it was 'Lothe' and was totally baffled by the Freeport Captain Iothe Ian's name.

I have a load of other facts that I could probably dig up but I haven't played override in yonks... I'll see what I can dig up

--gav

I remember when I played the Voinian string, at one point you do a certain missions and they mention the UE comes out with cruisers. I'm thinking if a person manages to land on a UE planet with a shipyard, would it be possible for a player to buy a cruise other than trying to capture one? I haven't tried that out, so I won't know if it can be done though.

I don't know. What I do know is that it is possible to do both the UE and Voinian storylines.

I've done the UE, Vonian, and Human renegade strings simultaniously before--but you have to finish the Huron offshoit in the UE string before finishing the 2nd-to-Last Renegade Mďsn.

As for the UE Cruiser, you can make them appear by Doing the Voinian String, and/or doing the UE String Offshoot to rescue Anna B. (Subsequently making the cruiser availible in Shipyards)

They only appear in the voinian string, you can't buy them. The bitset only appear in the Anna Balashova string for actually buying the computer (I think, I haven't checked).

The Voinian cruiser is much better anyway.

--gav

pistgavin, on Jun 14 2005, 08:00 AM, said:

They only appear in the voinian string, you can't buy them. The bitset only appear in the Anna Balashova string for actually buying the computer (I think, I haven't checked).

The Voinian cruiser is much better anyway.

--gav
View Post

I was checking the resources, 6 is the bit which makes UE cruisers available for purchase, as well as making the cruisers appear in the UE warflleet as well as some pers, however I checked all the bits in the Voinian string and not one shows any activation of bit 6 anywhere, yet I distinctly remember UE cruisers being seen patrolling here and there, maybe some of the UE cruiser pers has a different bit number, but I haven't found anything that would cause these ships to appear during the Voinian string.

And the Voinian cruiser being better anyway? Well, it might depend how you upgraded for whatever floats your boat, but the UE cruiser is faster and more maneuverable than the Voinian cruiser and also, I believe it has a faster shield regen.

The Voinian Cruiser has more space, more weapon placements and more armour. That's good enough for me.

And yes I mean upgraded. Who the hell would fly around in a stock ship? (apart from every other pilot in the galaxy that isn't the player)

--gav

General Cade Smart, on May 27 2005, 11:16 AM, said:

Emalgha Cannons and Turrets are the oddest weapon in the game. The Emalgha one is the only turret which does not improve on the cannon in any way. Its exactly the same, except that the Turret goes from inaccuracy (6) to a terrible, unacceptable inaccuracy: 20. And the Turret actually has a shorter ranger (35 vs Cannons 40). Quite a price to be paid for a 90° turreting ability! I think ill pass.

View Post

Heh, not to mention that a 90° turreting ability often actually throws off your aim, since 1) it aims for you, so you can't compensate for moving targets, and 2) the turret shots' speed isn't added to your ship's speed like the cannon shots have.

In addition to this oddity, I actually found a weirder one, which is actually more like a bug (and I believe it still exists in the latest version of EVO, though I'm not sure if it exists in the port). The Voinian neutron turret actually gives little improvement over the cannon other than the turret capability -- the reload is, actually, the exact same. In other words, though the picture displays two cannons mounted on the swivel platform, in reality you either get only one cannon, or two cannons that fire half as fast as the stock neutron cannon. Pretty lousy Voinian engineering, if you ask me.

Or, most likely, an easily overlooked bug in the EVO scenario. Though if you think about it, fixing it would have huge ramifications -- Voinian warships would be vastly more successful in fighting their UE counterparts.

pistgavin, on Jun 21 2005, 04:42 AM, said:

The Voinian Cruiser has more space, more weapon placements and more armour. That's good enough for me.
View Post

We appear to have different strategies. I put emphasis on survival, and in EV games long-term survival is derived exclusively from speed (and to a lesser extent accel and turning, but mostly speed) and shield/armor recharge rate (and to a much lesser extent, the shields and armor necessary to be recharged). For mass damage-dealing, I like to rely heavily on my escorts. Dreadnoughts are the best in EVO. For my own ship I'll take an Azdgari arada most of the time, and an enhanced arada once I can get it if I'm in the Azdgari strand.

I most often start the game by maxing my shuttle out on blaze cannons and flying to Meria to pirate. Once I've got an arada I'll dominate the planet. Once I have a few million credits I'll get six Miranu heavy freighter escorts and a crescent fighter for myself and trade weapons and eels until I have a few hundred million credits. Then I'll get myself Azdgari arada and whatever escorts I feel like having and do whatever I want.

Pah! Only ameteurs need escorts. I rely on pure holy firepower 🙂

--gav

Who said anything about "need"? I just mentioned that I like to rely on them. 🆒

If you have the patience to dominate Council Station solo, go for it. Have fun!

I'm not the dominating type. And I don't approve of sordid sexual acts.

much.

--gav

Here's another interesting fact, sort of related to this one for those who just begun playing EVO for Nova, escorts are sellable, even though you don't see a "Sell Escort" button, the button's actually there but not within the visual range in the dialog box.

There are allot of null buttons that had been (i)intended(/b) to be inplemented in EV Classic (Requesition Escort, Sell Escort, Requesition Ship, Haggle Price, etc) that got left in--and later they were carried over to EVO where they still received no implimentation. Most were added in EVN, however.