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#1 |
![]() Join Date: Oct 2007
Reputation: 3
Posts: 211
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Territory Control?
Hi all,
Just wondering if anyone has any idea what territory control is for in multiplayer. I run a dedicated server for me and some of my friends and was just wondering if some could explain the purpose/benefit of having clan influence/control in a system. Cheers. |
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#2 |
![]() Join Date: May 2010
Reputation: 24
Posts: 119
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Hi.
Check one of my sites: http://www.junholt.se/evoschool/index.htm Clan page explains the basics. (No spoilers on this site). |
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#3 | |
![]() Join Date: Oct 2007
Reputation: 3
Posts: 211
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Quote:
So basically once you exert enough control (70%+) in an area by doing contracts, your online clan members will earn an income (per cycle) which increases as you control more systems? To reduce the amount of control decay when clan members are not in that system, you build stations (trade stations or just any stations?) with your clan tag in the name in that system. Also: how long is a "cycle"? |
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#4 |
![]() Join Date: May 2010
Reputation: 24
Posts: 119
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Anytime nik5ar.
You are correct. A cycle is anything between 10min to 30min LOL. I never timed it, I just see the message coming up that I got cash HeHe! You get paid for each system in control when online. The pay is based on your current rank. Fully ranked you get 101000 credits per cycle and system. The reduce in decay is "freezed" when any clan member is online regardless of what system you are in. (You don't have to be in any controlled system, just online). The decay will be reduced if another clan makes contract in your system. If 2 pilots from your clan and 1 pilot from another clan is doing contracts in the same sector, your clan will gain 1% (2-1). You build Trade Stations for reduce of decay. [HB] SeeJay Hive (example) The more you have, the slower decay rate. 50 trade stations are max for each system. Hope this clears it up a bit more. /SeeJay |
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#5 |
![]() Join Date: Oct 2007
Reputation: 3
Posts: 211
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Ok. I think I get it now.
Thanks, much appreciated! |
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