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Why do most mods make Freelancer easier?

The general place to discuss MOD''ing Freelancer!

Post Thu Apr 29, 2004 7:37 pm

Why do most mods make Freelancer easier?

I don't get it. This game has been out for quite awhile now, so most of the modders have probably beaten it right? Then why do 90 % of the mods endeavor to make overpowered ships, and then distribute them in the early stages of the game? Maybe put your new ship on the monkey world or something.. I mean, there's nothing really on the monkey world, but there's already ships and stuff at planet Manhattan..

Don't get me wrong: I like some cheats, like the removal of level requirements and so forth, but I just wonder, doesn't making the player uber-powerful at the beginning of the game have a sort of shrinking effect on a universe that's supposed to seem vast? Not to say I don't like blowing things up or anything.. parish the thought.

Post Thu Apr 29, 2004 8:06 pm

Welcome to TLR. If you think a mod makes your game worse don't use it. If you want what's in the mod but don't like how easy it is to get then make the needed changes. If you want to do that but don't know how then read the stickied post up top that says PLEASE READ! .

Post Thu Apr 29, 2004 11:01 pm

there several mods that balance fl... some they make it too hard too... for example. the EVO Mod and the Rebalance MOD... this two makes fl very interesting even to a veteran like me.


a message from firebase...

Post Fri Apr 30, 2004 1:13 am

...what happens if you go to PerfOptions.ini and set DIFFICULTY_SCALE larger than 1?

" In Defeat, Malice; In Victory, Revenge! "

Post Fri Apr 30, 2004 1:37 am

to the topic:
i agree that the "uber-mods" are not really nessessary - everyone can attach a few 0s to the hitpoints of a ship, to the cargorooms or to gun damage values.

there are some mods out there (usually the larger ones) that have a different approach on things. some make FL tougher, some make them more balanced, some want more realism.
IMO it is very hard to make a mod that balances things and raises the difficulty.
the problem is that you have to make it possible for players to survive in the starting stages, but keep it interesting for the veterans.
when evo came out ppl whined that its too tough. it has very good reasons why it is the way it is. not every mod has been made for the "common" player - modders have different views on things and put their priorities to reflect their image of FL.

another example:
Excelcia mod beta testing:
my testers told me in the beginning that its way too tough - ok, it had a few issues and also problems with some new concepts, but after i explained to them why it is the way it is they liked it.

ok, i got offtopic again...

back to topic:
it is the freedom of every modder to mod what he likes.
most modders just want to try out something, then they pack it into amod and submit it. some modders, usually teams of modders have a completely different approach. they plan what their mod should be.

the "uber-mods" u mentioned are almost always made by single persons who submitted their work to TLR.
u dont like those, dont use those. its just this simple.


Fjord

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Excelcia Mod Leading Developer

Post Fri Apr 30, 2004 4:12 am

Most folks don't realize, you can use ANY mod you want and remod it your self to make guns weaker, sheilds less powerful, power plants slower, so you can have the ships, ect. There is a lot you can do to make them harder to play.

Michael Ezekiel

Post Fri Apr 30, 2004 8:27 am

lol - i got hate mail over early evo versions as it was too hard to get anywhere....you could be fighting rouges in starfliers for 20+ mins before you could win......or you would get atomised...mainly as ALL npcs carried the same loadouts that players liked - so a shield killer, and high damage guns for levels, or when they had enough mounts - missiles

They really really really complained about it.

Post Fri Apr 30, 2004 10:37 am

I think that makes the game better. And so do a lot of other people.

I don't care to belong to a club that accepts people like me as members.
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According to radiometric dating I am a lot older than you think

Post Fri Apr 30, 2004 6:20 pm

Try the frostworks level 2 mod. www.frost-works.com great mod, good community. New ships, 2 RPG servers, none of the crap you find in some of the other mods...

Post Sat May 01, 2004 12:17 pm

Because almost all of FL's modders are 14 years of age and below?

Post Sat May 01, 2004 1:54 pm

hey, I am 14, and I am on the level 2 dev team. I hate those 'uber mods'... oooh wow, I get an invicible ship. I can kill millions of people without dying, but then what? Gets very boring.

Post Sun May 02, 2004 3:22 pm

Have to agree, I find that uber-mods are pretty pointless. That's just my personal view though - I want things that add to the depth of the game, not make it easier. I wouldn't want to deny anyone the right to make whatever mods they want - if someone wants to make a ship that could pulverise a Dreadnought in seconds then that's their call. I will say though that I think their efforts would be much better spent on making a more balanced mod, but it is of course up to them whether they do or not.

As far as difficulty goes, unmodded Freelancer is probably one of the easiest games I own, it has to be said. Harder on multiplayer I suppose, but then that's always the case. Mods that make the game harder can only be a good thing, IMHO.

Post Sun May 02, 2004 7:51 pm

I do create uber_ships in the past... gets boring along the way... my thinking now is the balanced one... Anyway when i test my ships it is still uber but can be destroyed...


a message from firebase...

Post Mon May 03, 2004 7:59 am

I meant I like the hard mods. Where you actually die on NPC missions and stuff. I like a good challenge. (Thats why I use the evo mod )

I don't care to belong to a club that accepts people like me as members.
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According to radiometric dating I am a lot older than you think

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