Post Sat Jun 14, 2003 12:58 pm

FL Rebalance 1.x Suggestions.

I had a thread about problems in Freelancer 1.4b, but I decided to spin off this topic to keep that thread just about bugs, and this new one about gameplay.

http://www.lancersreactor.com/t/forum/t ... c_id=18738

I really like this MOD for Freelancer. It solves so many of the incredibly lame things about the original Freelancer. I could probably write 5 pages about all the glaring inadequacies of unMODded Freelancer. I sometimes wonder how a company that has billions of dollars can't afford to hire a few gamers to play the game for a month and then give them detailed feedback. The whole thing (except for graphics, and the basic engine) reeks of a half-assed rush job. That's all I'm gonna say about that. If M$/Anvil wants any more feedback from me they can pay, like they should of done before ever releasing this turkey.

Anyway, FL-Rebalance is awesome, and I hope these suggestions will eventually leed to a stable, well rounded, and popular Server MOD.

My initial suggestions:

1. I noticed a lot of the guns have had thier values modified. Namely the IMG weapons seem to be way out of proportion in damage (and energy efficiency) to similarly classed weapons. For those of us with a list of all gus this is very annoying. Imagine my chagrin to get to the Monkey/Robot system only to find that the Nomad weapons use energy! It might be better to have all the original guns, and then have new guns with different stats. Actually though, having the Nomad weapons use energy is the only normal gun modification that seems reasonable.

2. The entire level/class system was lame in Freelancer and the vestiges of it are lame in FL-Rebalance. If you can bag a Titan in Omega-41 with only a Barracuda, you should get the stuff he drops and not be penalized for having 'mad skillz'. All ships should be able to mount all guns of any level. This can be offset by making better/more guns less energy efficient and expensive, thus requiring much more money, and a VERY expensive/space hogging Powerplant. Powerplants that use less space for the same power could be EVEN MORE expensive.

3. The new ships don't have any level requirements while the original ones still do. I played the whole SP game with the Jedi Starfighter (from BS Yukon I think) which has 6 level 10 guns,7900 armor and 175 cargo space, while costing only 130,000 credits. I just kept buying better powerplants/engines/armor to make the ship better. I'm still looking for a better ship, but nothing even comes close. The Eagle/Titan (Sabers suck!) don't have enough cargo space to mount Powerplant MK 4/Armor MK 4, and other ships can't mount level 10 guns...

That's all for right now. There's lots more, and the MOD is already so great, but I need to sleep and I'm sure other people have some great (or not) suggestions as well...