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The addition of the fighters was nice for the extra people, although controls are impossible with laptop keyboards.
If there was a full map that would just display the basic terrain and friendly stations it would of felt less overwhelming.
I could not figure out how to spawn an extra ship for the extra people to crew while a match was running.
We did a big ship but for some reason we just lost power, then it dissapeared from the ship list in the selection screen, but it wasn't actually destroyed.
I was engineering + and... ops? Sensors? The game loop for me wasn't very exciting. I moved some people around on a ship map (the repair crews? wasn't obvious) and moved power and coolant up and down a few times.
BlueShadow said: With the whole crew new, I'd recommend that some of you should play through the tutorials at first, that should have cleared up some of your questions.
With the whole crew new, I'd recommend that some of you should play through the tutorials at first, that should have cleared up some of your questions.
The addition of the fighters was nice for the extra people, although controls are impossible with laptop keyboards.Not sure what do you mean by that.
If there was a full map that would just display the basic terrain and friendly stations it would of felt less overwhelming.That is basically the view of the relay station on the 5/6 crew setup.
I could not figure out how to spawn an extra ship for the extra people to crew while a match was running.You have to be on the server computer, than just log out of the station (Escape), spawn a ship, then log back in.
We did a big ship but for some reason we just lost power, then it dissapeared from the ship list in the selection screen, but it wasn't actually destroyed.Hm.. that sounds like a strange bug. And the stations were still operational (besides the power drop)?
croxis said:We also tried fighters but it was really hard for us to figure out how they worked.
We also tried fighters but it was really hard for us to figure out how they worked.
kyle said:I have some friends coming over to play EE this Friday. Any chance a new release could be made since the September version? I think there are some good updates since then on GitHub or is it fine using the latest release?
I have some friends coming over to play EE this Friday. Any chance a new release could be made since the September version? I think there are some good updates since then on GitHub or is it fine using the latest release?
Kilted-Klingon said:@daid - btw, I meant to say thanks for fixing the .dll issue and for the new release. Issue went away!
@daid - btw, I meant to say thanks for fixing the .dll issue and for the new release. Issue went away!
Just wanted to give a big thanks to everyone who contributed to EE recently. That's a covid-19-free virtual high five to you @daid, @Xansta , @oznogon , @Jonathan Levi, aBlueShadow and everyone else. You are great and your work is highly appreciated!
I'm really overwhelmed by the rate of the changes recently and it's hard to keep track of them. :D
Thanks, @xopn. I agree, EmptyEpsilon has seen some new love in the last month or two. It's been great. @Kilted-Klingon has also done some good work, though not on the code, himself.
I join the thanks for all the recents contributors, your PR are very appreciated ! I love to see that EE is still getting bigger.
Thanks from me as well. I can barely keep up with the new versions. ☺
@xopn @el.tito @Terandir - Yes, it's been very exciting seeing all the creative energy pouring into EE! And yes, it has been hard keeping up with all the changes! (Thanks also to @Jonathan Levi for the kind reference! 🙂)
Just wanted to let everyone know to please stay tuned, and that I'm planning a big EE event for later on in the summer once we get post pandemic and things get back to normal. I'm going to be doing another collocated multi-ship event with our local Scouts, but this time we're going to add in ship crews from the online community! We're going for fleets here! It's gonna be awesome.
So please stay tuned and be ready to sign up individually or with your whole crew. More to follow!
Hi, thank you for such a great game. I can't believe I'm just now discovering it! I am a beginner and I am trying to plan a virtual birthday party this weekend (May 9 2020) featuring Empty Epsilon. There will be 8-9 players, most of whom are at least somewhat familiar with Artemis (but still probably beginner level). I have been playing around with EE and trying to do some research, but I was hoping for some advice. My test group (read: family) and I have been able to start a server and play the Basic scenario with no issues.
My concerns are
1) how/what to play with 8 people
2) choosing scenarios: some of the scenarios we tried seemed either broken or maybe we just weren't experienced enough to figure out what the heck we were supposed to do
I saw above that Beacon of Light and Borderline Fever might be good ones to start with after the Basic scenario, but can they be played with 2 ships? If so, do you usually put each "ship" of players in separate communication channels?
Any advice for choosing scenarios and for how to play with a group of 8 would be much appreciated! Since I am trying to run this as a party for someone else, I am really hoping I can work out a plan beforehand.
Thank you again to the developer and everyone who has put time and energy into this great game.
Borderline Fever is based around the idea of killing more of the enemy than they kill of you.
Defender Hunter on a "Timed Defender" variation is anther good one, and simpler. The Defender Hunter, "Hunter" variations, I have never fully played through. The "Timed Defender" variations have you defend a base, and keep it alive for 30 minutes.
Basic is just a simple shoot a few bad guys, which can be useful for learning the game, but lacks the strategy found in Defender Hunter or Borderline Fever.
Beacon of Light is a short story driven one, if my memory serves me.
There are a few other good ones, but I am not familiar enough with them to give a review.
Could you name the scenarios that you are consider as broken? So someone could look at it, and either confirm/maybe fix it or explain how it is played.
Beacon of light is a pretty nice scenario. Although it is meant to be played with a single ship, I see 2 possible variations:
In both cases, that scenario might become easier than intended. However, there is a serious difficulty spike in the middle, so a bit of mitigation might not be too bad for new players. Also, you could always ramp up the difficulty by using the GM screen and spawning additional enemies.
About communication channels, there is also a push to talk voice chat built in. Tilde[~] for ship wide and backspace for server-wide communication (though ~ can be tricky on non-us keyboards, but pressing the key on the left to the 1 key might work)
Thanks for the ideas. Basic and Defender Hunter: Timed Defender sound like a good place to start. I'd also like to try Beacon of Light with a support ship for the main event if we can figure it out.
The in-game communication does seem like it would solve some problems if we want to talk just to 1 ship (without changing discord channels and such) so I will give that a try. I'm not sure how to spawn additional enemies, but I'd like to learn--that seems like it would be handy if we're finding things too simple.
Now that I've learned more, I'm thinking most of our issues are user error/ignorance, but I would like to be able to make sure I can run some of these without our group hitting a bunch of dead-ends and getting frustrated. Are there maybe walk-thrus somewhere?
After the tutorials we started with Quick Basic and we were just getting overwhelmed (3 beginners) and dying too fast to learn much. Once we switched to Basic, I think we had the time and space to figure out what we were doing. I imagine we could probably go back to Quick Basic now. We did Basic a few times with some variations and then we tried one of the straightforward ones (I think it was Waves) and that went fine.
Then we tried Beacon of Light and we felt like we were getting it and doing well. We picked up the Diplomat and then . . . nothing. We tried everything we could think of on the screen--docking at each station, scanning everything, etc. and we could not figure out what to do next. So I guess we need some hints or directions if we're going to do that one.
We also tried Escape. The ship started in very bad shape and we were never able to get it to a working level before we died.
So honestly, after our trial run we were concerned that many of the scenarios are either broken or that we just didn't have enough information to know what to do. Even though we really liked the set-up of the game, I was worried about getting to dead-ends. However, after looking at this forum, I realize that there is quite a bit of variety in the scenarios and I now have more confidence that we can choose a solid scenario that our group will understand.
When setting up a server, I feel like I have figured out most of the settings on the left side of the screen, but I am not sure what Beam/Shield Frequencies and Per System Damage does. I am guessing if I toggle off Beam/Shield frequencies off then we will no longer have to match the frequencies for maximum damage? Not sure about Per System damage. Is it how you damage the enemy ship and whether it involves the engineering areas?
Thank you Jonathan Levi and Blueshadow for your help.
More suggestions and advice will be very much appreciated!
Delta Quadrant Patrol Duty is fun with multiple ships. It's pretty straightforward in concept (patrol a loop around stations on the map by docking with them) but throws waves of enemies at you or the stations that makes it increasingly hectic over time. It has lots of variations, including four difficulty levels and optional time limits.
if I toggle off Beam/Shield frequencies off then we will no longer have to match the frequencies for maximum damage?
Not sure about Per System damage. Is it how you damage the enemy ship and whether it involves the engineering areas?
If you target the hull, you're shooting beams to destroy the ship, which might damage other systems a little. If you target a specific system, you're shooting to disable only that system, and most of the damage is dealt to that system. So for instance, you can target a ship's engines to force it to stop, or target its weapons to disable its offensive capabilities, until they repair it.
If you disable this setting on the server level, all your beam attacks do hull damage.
I'm not sure how to spawn additional enemies, but I'd like to learn--that seems like it would be handy if we're finding things too simple.
The Game Master screen lets you manipulate the running scenario, like by adding and removing ships, stations, objects, etc. There are some details on the wiki, but the best way to learn how it works is to open it up while playing on your own, without the pressure of running a multiplayer game. Scenarios can add custom functions to that window, for example spawning waves of enemies or friendly ships in the Basic scenario by just clicking a button.