Independent pirates
Been playing around today with factions and its gone pretty well, so i thought i`d post.
I`ve already gone through the game, changed every loadout and added about 3x the ships to every faction. But, what i`ve done today takes things a little further.
Some of you may have heard me going on about the predictablity of freelancer. "I`m going to kill bounty hunters so i`ll use these weapons and this shield".. The new thing is a few new factions outside of the core systems which have massive amounts of npcship entries. The first two are "Independent Pirates" and "Sirius Rogues" (The rogues are a syndicate of sorts). The Ind Pirates have loadouts from every other pirate faction in the game. I have cut away the lower levels as u would never see them anyway. But, what i`ve ended up with is a faction with completely diverse weaponary and ship types. Approximately 45 loadouts between 10 and 19. Bit of a nightmare to fight against? Thats the idea..
I haven`t bothered going through and creating new loadouts for each. I am classing the pilots as they were in the outcasts or corsairs, but they have chosen to leave for whatever reason and have found their way into this group instead.
If a bounty hunter was to capture them they would be classed as outcast or corsair anyway.
Another one is a "Sirius Trading Guild". I have already created separate loadouts for all corp ships. They use a combination of the house weaponary and civillian weaps, with the house engine type to make things a bit different.
The Trading Guild use every type of corp loadout. The transports are the same, but they now have access to all of the house weapons. Again, not an easy one to fight against..
I plan to make up some kind of police force, which will use all the police ships. All of these factions will only appear outside of the core systems anyway.
I think this is a good step though. It means i can make the game harder, and more interesting, without maxing out the loadouts and beating them purely by bigger weapons.
Any comments?
I`ve already gone through the game, changed every loadout and added about 3x the ships to every faction. But, what i`ve done today takes things a little further.
Some of you may have heard me going on about the predictablity of freelancer. "I`m going to kill bounty hunters so i`ll use these weapons and this shield".. The new thing is a few new factions outside of the core systems which have massive amounts of npcship entries. The first two are "Independent Pirates" and "Sirius Rogues" (The rogues are a syndicate of sorts). The Ind Pirates have loadouts from every other pirate faction in the game. I have cut away the lower levels as u would never see them anyway. But, what i`ve ended up with is a faction with completely diverse weaponary and ship types. Approximately 45 loadouts between 10 and 19. Bit of a nightmare to fight against? Thats the idea..
I haven`t bothered going through and creating new loadouts for each. I am classing the pilots as they were in the outcasts or corsairs, but they have chosen to leave for whatever reason and have found their way into this group instead.
If a bounty hunter was to capture them they would be classed as outcast or corsair anyway.
Another one is a "Sirius Trading Guild". I have already created separate loadouts for all corp ships. They use a combination of the house weaponary and civillian weaps, with the house engine type to make things a bit different.
The Trading Guild use every type of corp loadout. The transports are the same, but they now have access to all of the house weapons. Again, not an easy one to fight against..
I plan to make up some kind of police force, which will use all the police ships. All of these factions will only appear outside of the core systems anyway.
I think this is a good step though. It means i can make the game harder, and more interesting, without maxing out the loadouts and beating them purely by bigger weapons.
Any comments?