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new servertype...

The general place to discuss MOD''ing Freelancer!

Post Tue May 31, 2005 7:48 am

new servertype...

Looking at the server-population situation, one may see the regressing playernumbers... a lot of servers are emptying almost steadily and there are also a lot of other games that compete with Freelancer.

So, there arent many new players that play Freelancer for the first time but there are lots of veteran FL-Players that simply search the action.
With this background, it's my idea to create a new servertype that does not focus on building and levelling up the characters.
Further, new players get enough money to buy a good PvP ship (or get ships right from the start) and can then fight the enemy that consists of other human players (starting points/ships/reps change constantly using the mpnewcharacter.fl trick)
Basically this sort of servers would be PvP only servers, but there can also be large improvements in gameplay as you would not have balance-problems.
In short you wouldnt have to take care of the balance that much...!

Now you may ask, why the hell did he post it in the modding forum?
The main idea I got lately is to let the server (the mod) have maps, just like other first person shooter gameservers..
Having sheduled restarts at certain times, you could change between diffrent mods (maps) every hour or so. The trick is to just create one or maybe two system per mod, so between 14:00-15:00 you fight in a system where you can buy Star Wars ships and equipment only and the next hour, you play a vanilla freelancer battle, and so on (you might get the idea)

Technically this is no problem. The requirements are as good as met:
Only 1 character allowed on one account - Yes!
Sheduled restarts - sure!
Delete characters at these restarts - no problem!
Changing starting locations/reps/equip. etc - no problem as well!

One small point: would be cool if we could disable the ability of deleting characters ingame (to prevent exploitation- anyone able to do this in the server.dll?)

I had a try at this whole idea here: www.aa-flserver.net.ms
it worked quite well, there was nice feedback, but well its still kind of boring fighting the whole time in the same system with more or less standard FL ships and equipment ...

-> What do you say to this idea and if you made a mod, would you potentially build such a "map" OR would you give me the permission to use your mod to build a map (like the basic map you can see in the mod at www.aa-flserver.net.ms)?

btw. another big advantage of this servertype:
you dont need that highend server to run have a high slot number as the server does not have to calculate all the NPC ships (as the NPCs really are performance-eaters - furthermore, all players are in the same system - another condition for better performance)


///
server back online with updated mod and team-join script
-> www.aa-flserver.net.ms

Edited by - w0dk4 on 7/12/2005 11:52:51 AM

Edited by - w0dk4 on 7/12/2005 11:53:52 AM

Post Tue May 31, 2005 8:07 am

i think RSS 2.0 driven flmm xml updates are the future; new planets, tradelanes, jumpholes, weapons, news, ships, factions....endless possibilities

Post Tue May 31, 2005 8:14 am

actually I dont talk about the future of modding oO
well forget the future lol -.-

Post Tue May 31, 2005 1:38 pm

My friend's Colleseum Mod did all this : Added a few new ships, one big system, 999M $ to get ship and weapons, and it was...

A pure failure. No one has yet to play on it much.

Post Tue May 31, 2005 4:11 pm

i think the single-map idea sucks but different game modes is a great idea.the way to do it (imo) is link systems containing different equipment & ships together with special jumpholes that won't allow any but one ship in.then make a custom ship,it could be a cardboard box for all you'll use it,with no hardpoints for adding/carrying equipment & no hold space,this will be the 'transport' or shuttle or whatever that allows you to go from map to map(mode to mode)without allowing map mod content to mix.the coolness factor of the idea can't be understated,imagine a star trek-star wars-freelancer-wing commander-babylon 5-warriors of the sky deathmatch server.cool

oh and i have to disagree about there being few new players,i see new people here on the forum all the time who just got the game-the real issue is that the server list is friggin huge(in other words a lot of servers that should be shut down stay up for no reason,meh,you get a lot of choice in where you play anyways,which would probably explain why all the populated servers have the best admins )

so having many servers makes it seem like there are less players but its really just a symptom of too many people leaving their empty servers up

Edited by - Cold_Void on 5/31/2005 5:18:38 PM

Post Tue May 31, 2005 9:28 pm

wow that's actually a really innovative idea Cold. indeed, you could seperate sectors of space and make each one completely different if you did that and fuse tons of mods into one. . . great thinking!

Post Wed Jun 01, 2005 3:48 am

"imagine a star trek-star wars-freelancer-wing commander-babylon 5-warriors of the sky deathmatch server.cool"

yeah, that was the main idea^^
but i think the way you would handle this technically is MUCH more complicated than just dealing with the mpnewcharacter.fl and having sheduled restarts with char-deletion...

concerning player numbers:
just have a look at the situation at 18-22:00 GMT, in former times you would have a player amount of about 700-800 players playing freelancer... thesedays its about 400-600!

"and it was... A pure failure."

I think with good promotion, such a deathmatch server would be fairly popular...
(regarding the different mods/maps as welll - you do not have to download single mods and play them for 6 hours to just get the star destroyer, for example)

Edited by - w0dk4 on 6/1/2005 5:00:59 AM

Post Wed Jun 01, 2005 7:57 am

well i don't like the idea of having no economy,why give people extra starting cash when you can make items costless?heck why even make them buy missiles?requires_ammo = false will save them a lot of trips to the base.nah,i like money and upgrades and bribes and all the good stuff FL is famous for . freeklancer will have loot fuses for players & players will drop stackable powerups(under consideration) & money.but i didn't mean to let the cat out of the bag :O and no,its not technically complicated except for the equipless ship i haven't fully thought through or tested yet(you could for example use one-way jumpgates to allow players to enter an arena to fight all mods vs all & give them no exit back,if this equipmentless ship idea doesn't prove practical.i do have a sur that won't allow any normal sized ship to enter so my idea is halfway there).
oh and server efficiency _drops_ proportionately as more people populate the same system(trust me,i've seen a tournament with 25 people in one system and only two fighting at a time with everyone else remaining as motionless as possible & it was constantly on the edge of lagging,and this is on Hals2003evo which is well known for good consistent ping)

and player #'s-its friggin summer, whatdya expect?

C-in-C Wing Commander:Vega Scourge Project
Babylon 5 TC
Freeklancer

Post Wed Jun 01, 2005 9:16 am

you want economy?? why do you then take out the missile-cost so that everyone can spam endlessly with hornet, cannonball and other missile launchers?
new players would have a fixed amount of money, they need to schedule their money wisely (for example having missile launchers but then, if you want to actually use them, you have to avoid the good armor upgrades or you cant buy the novabomb launcher etc ...)
whatever, i dont know what your talking about so i shut my mouth, but:

"oh and server efficiency _drops_ proportionately as more people populate the same system(trust me,i've seen a tournament with 25 people in one system"

well not really... tested on AMD Opteron 2.4 GHz
-> ~60 players at Freeport 9 (some idleing but some also fighting!) caused a serverload of 11 msec

Post Wed Jun 01, 2005 9:21 am

well that would be on a 1.0 server yes?

C-in-C Wing Commander:Vega Scourge Project
Babylon 5 TC
Freeklancer

Post Wed Jun 01, 2005 12:05 pm

it was 2-3 months ago on a plain normal 1.1 server

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