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The Big Game Mods, my opinion

The general place to discuss MOD''ing Freelancer!

Post Mon Jun 23, 2003 8:39 pm

The Big Game Mods, my opinion

I've tried most of them clear back to the first Reynen's Mod, the first issue of Dan's reBalance Mod, and the Hostile Universe.

The biggest problem I had with all of them, they went to far. It wasn't fun to play the game anymore. Shields regenned so quick it would take forever to kill a bad guy, not to mention they would gang up on you (8 to 1) and I would be dead quite quickly.

I don't remember to much about Dan's reBalance Mod 1.4, but 1.6 brought a whole bunch of new ships, new loot drops, new missions, and on and on. Also a selectable difficulty level.

Easy; regular game with the new ship and missions, but no neat loot.
Medium; the default, a little more challange and some of the neat loot drops.
Hard; nothing but tough with full loot drops.

1.6 did have some problems. It would crash when you went to the new systems.
I don't know if Dan fixed this in 1.9, I haven't found the new jump hole yet.

Also, in 1.9, a whole bunch of new ships. Almost every ship that has been modded has been included in 1.9

The only other "Big Game Mods" of note are Reynen's Expantion, and the Massive Mod. Reynen's hasn't hit the street yet, but the hype is great. I hope he has included the selectable difficulty levels so all of us can play.

The massive mod looks good, but is tame after playing Dan's reBalance 1.9. The mod is packed with new ships, gates, new systems, and so on, but I didn't find it to challenging. The one new system (Sol) I visited had a base on Earth, but that was it. No population, no missions , no dealers...no nothing.

My opinion...

"Opinions are like a certain part of the human body, everyone has one, and most of them stink"

The Fangman

Edited by - fangmans on 23-06-2003 21:43:49

Edited by - fangmans on 23-06-2003 21:52:43

Post Tue Jun 24, 2003 1:56 am

Hello fangmans.

Firstly, if your going to critise a mod, thats the best way to do it. You will not get any hassle from me for your post.

BTW I made Hostile Universe.

On the subject of difficulty.

This is far more interesting that you may think. We all know there is a portion of this community that likes super ships that can defeat anything with just one gun and there are players who want to be challenged and like it as hard as possible.

Not all mods suit all people, however there is a line that needs to be looked at closely that seperates Hard mods from impossible mods. No mod maker wants to cross that line but V6 of my mod almost did. V6.2 fixed the biggest issue and made liberty playable again.

So your points are valid but some mods are designed to be hard because we know it promotes longevity where as the quick and easy approach tends to promote a trip to the local game store for a new game.

Freelancers default difficulty level was set to VERY easy by the devs and a lot of critisium about the game highlighted this very early on. By increasing the difficulty we mod makers give the player a white knuckle ride in FL. Something to get your blood pumping. Also like in the real world, its wise to pick your fights and not dive into every one. A decision players didnt have to make in the standard game but in the modded game they have to consider this.

The right ship for the right job is a topic im promoting in my mod right now. No more titans for all tasks.

Giskard

Post Tue Jun 24, 2003 5:06 am

Hey Giskard;

I wasn't putting Hostile Univers down. Like I said in my post, I couldn't handle it. I'm an old man whose eye's and reflexes are more memory than anything else.

I think, (my memory is suspect also) I only tried the first and second issues of your mod and moved on. I had the same problem with Reynen's mod. His big issue was that "everybody wanted it easy" or "everybody wanted it hard" and he couldn't please everyone.

Micheal Dan has found a way to please just about everybody with his selectable difficulty levels.

Hey, you guys are all doing great work... The playability of Freelancer has been greatly enhanced with all the mods.


The Fangman

Post Tue Jun 24, 2003 5:17 pm

Look at the new Massive Addon 1.1. It has only ships/weapons/systems addons, so you can play it like original game, no surprises in known world. Also, have a look what different people made for the game. Some parts of it are for look only like Sol, someware you can buy 8 gun Sabre (or even 10 gun one). Or get a cruiser. Or test ships different people created for us. After you see things here, you can decide to select an original mod from compiled ones and see how different things are changed further: New commodities, factions, weapon strength, engine speeds an so on.

And you can enhance FMA by yourself if you miss something there.

Tygrys

Post Tue Jun 24, 2003 5:45 pm

No worries Fang.

I wish everybody would explain their feelings about mods as you have done, in the way you have done. Most just start swearing.

Mucho Respect for not doing that Fang.

I think you find all mod makers will see posts like this as useful info, even if they dont agree they will read and listen to what players say and somewhere down the line your point will register as fault in their mod and they will fix it. Perhaps not the issues you want fixing but similar ones.

Thats the way feedback generally works.

Giskard

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