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The-Starport

New Balance... Long.

The general place to discuss MOD''ing Freelancer!

Post Fri Apr 29, 2005 8:23 pm

That's the thing though, you guys still think of it in terms that DA coded it poorly. For someone like myself, who knows something about game design, this is a clear sign that multiplayer was never figured into the design of the game and was added on afterwards. If multiplayer had been in mind from the beginning then you would see one of two things: either everything in the game would have been more balanced or they would have had a seperate balance that only existed in multiplayer.

As far as there 'being more' I will give you a tip about game development. Many times the following situation will occur:

Publisher: The game will be released on X date.

Developer: But we need another 6 months to finish this game.

Publisher: You have until X date.

Results of this are found all over the place. For example, why do games need patches? Are game developers inherently incompetent or something? It's because the development process gets rushed and code is never revised; if it works then move on to the next feature. Mistakes happen and entire features never make it into the game. You can thank publishers for all of that.

Check out the latest beta's of the Freelancer S.D.K. 1.5 and Freelancer Explorer v2.x

Post Sat Apr 30, 2005 1:08 am

First off... I have said from the beginning that the chief problems being addressed by my current project are:

1. To rebuild significant portions of the SDK to extend XML/FLMM modding opportunities for modders working with "vanilla" FL mods.

2. Rebalance the game for SP and MP, because DA obviously built the game balance around the SP storyline at the neglect of MP.

Basically... I've ended up doing #2 because of #1, not the other way around I figured that since I was going to be spending so long rebuilding large portions of some of the larger INIs to help people build better mods faster (weapon_equip, st_equip, misc_equip, shiparch, npcships, pilots_population, pilots_story are the main areas of concern) that I might as well fix all of the MP issues that plague the game as well.

As for whether my system of balance is "better" than others... well, I think it's better than most, but (if you've played WOS, you'd know) I am very biased towards skill vs. money. It's really just a side point, though- if modders want, they can very easily turn the damage on the weapons down, for example, or turn the shields up... make the AI harder or easier. I've made things easier to do, basically, by cutting out a lot of the noise in the design. I personally like playing the results, but <shrugs> that's just me- I'll let everybody else give it a try sometime this weekend or early next week, when BP posts it up... and if others want to take what I've built and hack it up to make something very different... well, that's exactly what this is all about, y'know? Not my egotistical game-balancing fantasies

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