Free Worlds done a X-Wing and some Ties
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Time ffor some Freighter Love! Corellian Corvette(Blockade R
The general place to discuss MOD''ing Freelancer!
34 posts
• Page 3 of 3 • 1, 2, 3
Hi ... First off, let me say I have waited a long time for adequate ships to be made for this game. Now we have them. Thank you. I have a couple of comments/questions perhaps you could answer.
1. If your ships are set for level 10 guns, why can't I sustain fire for more than 2 seconds without running out of power when equipped with 6 level 10 guns and 2 level 9 turregts? If the ships need a bigger power source how can I give it to them?
The Corvette is lovely... I love the sound too! I sounds like... well, a Corvette with glasspacs on it! However, my impression from the original star wars games like Xwing and Awing, Bwing etc. was that the Corellian Corvette was a small capital ship (You know, like a Navy Corvette. Less than a destroyer, but more than a patrol boat.) It would hold a wing of fighters in its hold and was a fearsome object capable of holding off a squadron of opposing fighters. You have given it less shield power, shield batteries and nano's than other fighters in the game... I think maybe it should have more. At least 75, and shield power of perhaps 20,000 but I did not create it you did, so that is just a comment, or suggestion. The only other problem I have is properly equiping it. It is nearly impossible to get proper turret guns for this thing. To my knowledge there are no level 10 turret guns and the only 9's I know of you have to sleep with the Corsairs to get and then I feel used! Perhaps we could encourage you to place some better guns for your creations at a couple of locations. Might I suggest the Detroit munitions location as one place that would naturally lend itself to sales of bigger guns? Also good shields should be available where the ships are sold instead of having to hunt for them all over the universe. After playing the game through so many times, it becomes irritating to have to hunt around for this stuff. Plus you don't change how you play when you know you will need something from a certain faction in order to equip your ship. Otherwise I could try something different... see?
As an aside, there are two things I think would also be a big help in the game.
1. A key press that takes you back to your base after completing a mission when the story is over. So many times I have kicked some butt from one base or the other and then I have to hit the space bar to go to steady flight, click on the map icon, click on the closeup of the location approximating where I want to go back to for a new mission, click on the actual location, get back into free flight mode so I don't bouce off too many asteroids, large rocks, ice, go into the local sun's corona, etc. One keypress on a now unassigned key whould be much superior if it could be done.
2. Some kind of money mod allowing the experienced player who is playing the game for the umpteenth tiime to get a good start and buy some neat stuff right off the bat to play the otherwise more boring first stages with. There is a mod to the guns that allows you to trade in the Patriot 1 guns for some money and gives you a neat missle launcher to boot, but that seems a little restrictive in the way you get the money only by accepting that this will be the only missle launcher you can use. It will not allow any other missles launcher to be mounted when you use it. How about it? A nice easy money fix. A half mil at a keypress would be nice! That combined with the mod allowing open travel in the beginning of the game and I would pop down to one of the locations for an Awing or maybe even go to the Corvette right away and try that. I tried using the slave ship (that one that looks like a houseslipper standing on its toes) but I didn't really like it. The bottom end kept getting blown off in a firefight and I lost some good guns that were mounted down there that way. Plus, it is very hard to fly through the "race course" when looking for Prof. Quintaine with that thing. It dosen't handle all that well!
Sorry to be so wordy... I'll stop now. Thanks again for some really nice ships!
1. If your ships are set for level 10 guns, why can't I sustain fire for more than 2 seconds without running out of power when equipped with 6 level 10 guns and 2 level 9 turregts? If the ships need a bigger power source how can I give it to them?
The Corvette is lovely... I love the sound too! I sounds like... well, a Corvette with glasspacs on it! However, my impression from the original star wars games like Xwing and Awing, Bwing etc. was that the Corellian Corvette was a small capital ship (You know, like a Navy Corvette. Less than a destroyer, but more than a patrol boat.) It would hold a wing of fighters in its hold and was a fearsome object capable of holding off a squadron of opposing fighters. You have given it less shield power, shield batteries and nano's than other fighters in the game... I think maybe it should have more. At least 75, and shield power of perhaps 20,000 but I did not create it you did, so that is just a comment, or suggestion. The only other problem I have is properly equiping it. It is nearly impossible to get proper turret guns for this thing. To my knowledge there are no level 10 turret guns and the only 9's I know of you have to sleep with the Corsairs to get and then I feel used! Perhaps we could encourage you to place some better guns for your creations at a couple of locations. Might I suggest the Detroit munitions location as one place that would naturally lend itself to sales of bigger guns? Also good shields should be available where the ships are sold instead of having to hunt for them all over the universe. After playing the game through so many times, it becomes irritating to have to hunt around for this stuff. Plus you don't change how you play when you know you will need something from a certain faction in order to equip your ship. Otherwise I could try something different... see?
As an aside, there are two things I think would also be a big help in the game.
1. A key press that takes you back to your base after completing a mission when the story is over. So many times I have kicked some butt from one base or the other and then I have to hit the space bar to go to steady flight, click on the map icon, click on the closeup of the location approximating where I want to go back to for a new mission, click on the actual location, get back into free flight mode so I don't bouce off too many asteroids, large rocks, ice, go into the local sun's corona, etc. One keypress on a now unassigned key whould be much superior if it could be done.
2. Some kind of money mod allowing the experienced player who is playing the game for the umpteenth tiime to get a good start and buy some neat stuff right off the bat to play the otherwise more boring first stages with. There is a mod to the guns that allows you to trade in the Patriot 1 guns for some money and gives you a neat missle launcher to boot, but that seems a little restrictive in the way you get the money only by accepting that this will be the only missle launcher you can use. It will not allow any other missles launcher to be mounted when you use it. How about it? A nice easy money fix. A half mil at a keypress would be nice! That combined with the mod allowing open travel in the beginning of the game and I would pop down to one of the locations for an Awing or maybe even go to the Corvette right away and try that. I tried using the slave ship (that one that looks like a houseslipper standing on its toes) but I didn't really like it. The bottom end kept getting blown off in a firefight and I lost some good guns that were mounted down there that way. Plus, it is very hard to fly through the "race course" when looking for Prof. Quintaine with that thing. It dosen't handle all that well!
Sorry to be so wordy... I'll stop now. Thanks again for some really nice ships!
34 posts
• Page 3 of 3 • 1, 2, 3
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