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Freelancer Mod Announced

The general place to discuss MOD''ing Freelancer!

Nox

Post Wed Mar 05, 2003 10:09 pm

So after looking at the ini files and the objects and taking an objective look at the balance of ships, I think tachyon is right on the money with this.

The default ship numbers are not real good. There's not enough differentiation between light and heavy fighters, and no reason at all to use anything but 'very heavy fighters.'

The level-up system is broken for multiplayer. It doesn't make sense and doesn't work in it at all. really.

my first eyeball take on the basis for this mod would be to flatten the differences on the fighters, making the ships less level based and giving the light fighters a purpose.

in general too, the most things have too much offensive power and it gets clearly out of control at higher levels.

Also it's obvious that at some point DA intended to allow players to interchange scanners and engines and just took that capability out only partway. If someone made packages and updated commodity lists in shops there would be purchaseable engines.

This will take some DLL changes too to provide clientside text for the items.



No good deed goes unpunished

Post Wed Mar 05, 2003 10:39 pm


would be to flatten the differences on the fighters


i wouldnt flatten them. If you want to make light fighters have any purpose in the game you should give them abbilities that only they have. like more speed more manuverability. so to make all the ships more interesting to have, give em all something special. I do agree that some ships (titan sabre ) are way to powerfull.

"Yes, it's the right planet, all right, " he said again. "Right planet, wrong universe. " Hitchhikers guide to the Galaxy

Nox

Post Wed Mar 05, 2003 11:12 pm

by flatten I mean that the level = 1 ****ship and level 30 = godship model while appropriate (sort of) for the single game has no place for multi.

Rather than 20 levels of pointless ships i'd like to see (as you said) different classes of ships, with a clear role.

Lots to do.



No good deed goes unpunished

Post Thu Mar 06, 2003 7:53 pm

disagreements :

1) light fighters are actually pretty hard to hit in this game and I think that was why rapid fire weapons were added. If you were do decrease weapon refire rates, I would suggest you increase velocities though I think that the refire rates are fine. I mostly fire in bursts anyways.

2) balancing ships doesn't seem like that good of an idea. If all ships are essentially balanced that makes for a good death match but a lousy exploration game. The point in FL is to get to the badlands so you can get the good stuff. Though I think having and end all, be all ship isn't good, I think an upgrade system is better than having all ships balanced as a level 1 libery should be able to take on a level 20 rheinland ship unless it has level 20 upgrades

3) battleships... I really don't see how this could be well balanced but maybe I'm just missing something. Having an exclussive mod with battleships would be fine as you mentioned "destroy the battleship" but adding them to standard MP would throw balance.

agreements :

1) ship handling - many ships have exactly the same stats and I think it'd be nice if every ship had its on feel, with out creating too large of gaps in handling

2) more equiptment.

3) lighter ships should not be fodder

Post Thu Mar 06, 2003 9:07 pm

@ Tachyon
I don't want to nerve you, but could you answer my question on the second page of this thread? please
May look like a minor thing, but i think i am not the only one who would prefer it...

Post Thu Mar 06, 2003 9:08 pm

After looking at the files I'm probably not going to change much on the weapons. Fact is there are so many it would probably take months just to do a basic change, much less testing and balancing.

As for balancing... I'm making it more skill based. As it is right now, FL is player skill based with a mix of character skill (your ship) which is fine for SP but frankly, MP should be different. FL will actually be more difficult, with increased price for the better ships (which are no longer the Titan/Sabre/Eagle) and so on. As you go further out you will still encounter more and better ships, I can't really change that and that is how it should be anyway. Edgeworlds will still be dangerous

As for capships, I'm not really sure how I'll handle that yet. There seems to be a lot of people that are capable of doing it themselves, so I may decide to drop this one altogether if somebody else has done it by the time I'm ready to start work on it. Still, I would like at least the option for organized MP scenarios, if not regular MP play.

Post Thu Mar 06, 2003 11:05 pm

4 days remaining

Post Fri Mar 07, 2003 3:05 am

i hope this mod is good enough for one of the TLR/elite/elite2 MP servers to use fulltime.

if it is then i'm _so_ jumping servers to it.

good luck tachyon, i think it's the first step in the right direction for the longevity of the MP side of the game.

Post Fri Mar 07, 2003 6:09 am

Update!

I've finished coding! Woohoo! Doing the hardpoints and maneuverability was a bit harder than I thought, but I got it done tonight One day later than I was hoping, but I'm still on schedual. Right now I'm "installing" it to make sure the game isn't broken, and that everything is working generally before I send it out to testers. I really could use somebody with a nice computer and a decent pipe (T1 or above or something) to host a small server for several days so we can balance it easier. Please e-mail me Also e-mail me if you want to help test, and I'll send you the files, PW to the server, and the readme. Woohoo

Post Fri Mar 07, 2003 7:00 am

What sellout has to say about battleships throwing out balance isn't exactly the case. Cap ships are powerful no denying that, but they are also slow and unmaneuverable. Heavy fighters with torps could easily get close enough to an undefended cap ship and blow it out of the water. Battleships would probably be good for clans where the clan head can probably scrape the cash to buy the battleship and use it for cargo runs and force protection. Naturally he'll need protection from bombers and thats what his teammates are for.

Post Fri Mar 07, 2003 3:11 pm

i'm with patton on this one

Multiplayer is already getting stale, hope Elite implements this mod otherwise i too will be going where the mod is

Post Fri Mar 07, 2003 7:10 pm

WHOOHOOOO!!!

Post Sat Mar 08, 2003 2:29 am

you might have read this in the other "ship balance mod" thred, but i'll say it in here too so you'll see it and at least it'll be a seed for thought.

in my opinion, freighters shouldn't be as powerful as they are, yet they should hold as much, if not more cargo. the reason for this is for reality's sake really. cargo ships shouldn't be able to do the runs they're doing now solo. sure, if you want to do a 1-2 hop run and earn some cash then that's fine, but running from one end of the galaxy to another should require an escort, preferably a player escort so as to promote teamplay.

anyway, just throwing it up as an idea so that if you haven't already thought about it it could be mulled over as a possibility for the next iteration of your mod.

cheers & good luck

Post Sat Mar 08, 2003 4:24 am

I'll keep it in mind! BTW, I sent out the first beta files tonight to a few people who sent me e-mails. If you didn't get them, send and e-mail to me and I'll ship them out First test is going to be Saturday night.

Post Sat Mar 08, 2003 4:56 am

Hey Tach, can you allow players to dock in the battleships (Shouldn't be too hard) so they can carry them around and deploy fighters?

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