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Freelancer Mod Announced

The general place to discuss MOD''ing Freelancer!

Post Sat Mar 08, 2003 6:16 am

I agree with the person above who says there needs to be major changes to freigters. Freighters are just ridiculously maneuverable and strong for what they are. In MP I've been playing a fighter escorting friends who are in freighters, but the truth is I'm starting to realize that I'm more or less unneeded in that role. Any time we're jumped the freighter players can easily get away on their own: they have no need for me at all!

Don't get me wrong, freighters should have pretty decent defense, but they need to be slower than they are now and their armament should be weak. Right now the Rheinland Humpback has so many powerful weapons, it's practically a capital ship! Not to mention Freighters have the advantage of having most of their weapons turret mounted, so they can fire directly behind them. I don't think you should take that away, but it just makes them all that much more powerful (and yes, I know a heavy fighter can take out a freighter, but in terms of the actual NPC pirates, the freighters are too strong).

Personally, I think the coolest thing would be to make it so there's more crossover between ship classes. For example, the Rhino could have a small cargo capacity but have stronger weapons, making it almost a mini-gunboat. Meanwhile the Dromedary would have a huge capacity for cargo, but be slow and have less powerful weapons. Cargo capacity should also be tweaked across the board. Based on the models it seems to me that the Clydesdale (Bretonian) freighter should carry the most cargo out of the house ships (less than the Dromedary), yet it carries only 125!!! I have no clue how they decided to make the Humpback have the biggest hold, because it certainly doesn't look the part!

Anyway, my personal recommendation just for the freighters would be:

Rhino- least hold space (80), most maneuverable (compared to other freighters), fastest, best weaponry and shields. (you could actually sort of dogfight in it)

Humpback- best shields and hull strength, fairly slow and unmaneuverable, pretty good weaponry (equal to Rhino), decent hold space (125). (it's got good enough weapons, but it's a sitting duck).

Drone- fairly high hold space (175), fairly fast, decent weapons, weakest armor.

Clydesdale- second highest hold space (225), fairly slow but more manueverable than the Humpback, weaker weaponry, but still decent defense.

Dromedary- most hold space (275), slowest, least weaponry, not great, but still decent shields (so it doesn't just blow up all the time).

Anyway, obviously you're going to do what you think is best, this is just my personal input.

As far as the Transports go, PLEASE include these as pilotable ships! Adjust the capacity down to make them in balance, of course, but keep in mind they are super slow and have no shields. Also, the Trains don't seem to be able to enter trade lanes, they just have to use their cruise engines (at least from what I've seen, I could be wrong about this). The super transports can carry a lot, but they're super slow and pretty weak to make up for it (in fact, they might need to be beefed up a little bit or they'd be totally unplayable since they'd die in half a second in a pirate attack).

Post Sat Mar 08, 2003 6:19 am

I just wanted to add, in terms of Capital Ships, I don't think they'd be unbalancing at all. Personally, from the SP game, I thought the capital ships were ridiculously weak. They had powerful weapons, but they never could hit you, and they died pretty fast. Of course, the capital ships in the SP didn't even bother trying to move while fighting. The same thing goes for the gunboats. I think that if they're implemented right they could be very well balanced. The only question is what their use would be, unless you could go inside and use them as sort of a base.

Post Sat Mar 08, 2003 10:31 am

Ok. This is my first post . I'd like to say that you're all doing great work modding this game because it gets lame after playing for like 3 days...

I've been playing for almost 2 weeks now and the only thing that kept me playing was the INI decompressor (Many thanx to that HCl ). I'm really looking forward to your mod Tachyon and I think that it should ballance the game pretty well.

Someone above said that capships would throw the balance. I think that's not true because you can't do crap to a light fighter turning around you at 200 speed with slow spining turrets. Most certanly a capship will NEED some fighter escort to get those fighters away.

That's all

hello
we is experts

Edited by - Truga on 08-03-2003 10:31:36

Post Sat Mar 08, 2003 4:42 pm

also if possible, why not add landing taxes

Make it based on ship type
Starflier - not taxed for the sake of newbs...
Light Fighters - Lightly Taxed
Hvy Fighters - Medium
Freighters - High
Caap Ships - Highest

This could kinda help make money a little more valuable


Post Sat Mar 08, 2003 6:34 pm

I am very glad that mods can be made for Freelancer. I think this game is awesome.

Post Sat Mar 08, 2003 6:49 pm

Is it possible to make the economy more dynamic... flood LD-14 with boron and boron becomes useless to sell there, but cheapest to buy? So if you sell small quantities (60 or less) then you get fair market value, but big shipments sell for less?

Furthermore, bases 'save' what's been sold to them so it can be bought. After a few hours, though, it dissapears and resets, so that it balances out the economy better. This also reflects the boron being used in its industrial processes.


Edited by - uranium - 235 on 09-03-2003 05:15:50

Post Sat Mar 08, 2003 7:05 pm

Change the 'Clydsdale' to the 'Scarab'. Looks like one...

Post Sat Mar 08, 2003 11:30 pm

ok never mind about that pass

Tachyon your mod roxors
I can barely kill 3 bh piranhas with a drake!!

btw you should increase the cost of missiles because now they are way too cheap considering the fighter price. I put 4 missile launchers on my ship and could take out a 20-25 fighters with no problem. All you have to do is turn in the ships general direction, fire 2 times and watch them burst in flames.

Otherwise light fighters rule the universe now. AIs can't even hit me

And another thing. Whey you buy a ship you get a shield packed with it. I got class4 graviton with my drake, and the max class it can carry is class3.

hello
we is experts

Edited by - Truga on 09-03-2003 09:17:35

Post Mon Mar 10, 2003 12:49 am

Mod rulezz only now you have made the ships equal normally the further you got from manhattan the stronger the ships and enemy's got now its only the enemy's and the ships have there own good and lessgood thing

Post Mon Mar 10, 2003 3:24 am

Hey I have a quick question for you guys. When you install a mod like this one would you have to start a new game?

Btw I can't wait to I get my hands on this mod!

Edited by - anttch360 on 10-03-2003 03:24:39

Post Mon Mar 10, 2003 6:02 am

Definately looking forward to getting the balancing mod. I do have a couple things I'd like to see after scanning through the various ini files.

Adjusting the NPC ships to be a bit more 'realistic' as well. Scanning the loadouts ini file I see the npc ships all have 'infinite power', 50000 power, with 50000 charge. I'd rather see NPC versions of ships having more equivalent power sources, so they can't be blasting with weapons non-stop.

I'd also like to see NPC ships have regenerating shields. Maybe not the best of the line, butdefinately make them more challenging.

Keep up the great work

Post Mon Mar 10, 2003 6:56 am

The NPC ships definitely need to be adjusted. Not having regenerating shields makes them way too easy (not sure why they decided to make them like that?).

Post Mon Mar 10, 2003 12:20 pm

Is there any chance of balancing the commodity prices in this mod as well? I realize that it's probably not possible to create a dynamic system given the tools currently available (would probably need source code or some scripting language?), but some of the commodity prices are really bad.

For one thing, it would balance things out a lot if the price of some of the expensive commodities was reduced (diamonds at Tokyo, maybe Luxury Food at some places, etc), so that trading isn't so lucrative (in comparison to doing missions). Right now you can make 300k running 1 load of diamonds from one of the border worlds (forgot the name of the sector) to Tokyo. Granted it's a long run, but still... If you've already reduced the cargo capacity of freighters this might not be necessary.

Also, cargo hauling seems sort of out-of-balance in comparison to running missions. If the price of everything in the game was reduced by half (including the commodity buy/sell prices) that would make it so the money was twice as valueable, and mission payout, in effect would be doubled. Alternatively, if it's possible to increase the payout of missions, that might be a easier way of solving this problem. At the moment, it just doesn't seem like there's much point running missions. The amount you make on them is pretty dismal, to the point where if you use missiles you can actually end up barely breaking even or even losing money!

Post Mon Mar 10, 2003 5:04 pm

Ugh.. Looks like the mod won't be ready today, and for a while. Instead of adjusting by itself, the NPCs are still carrying their old shields/weapons instead of the modified level, and to change that I have to go through the loadout.ini which is huge

Post Tue Mar 11, 2003 1:44 pm


Is there any chance of balancing the commodity prices in this mod as well? I realize that it's probably not possible to create a dynamic system given the tools currently available (would probably need source code or some scripting language?), but some of the commodity prices are really bad.


Well, I don't think the game polls the .ini files every now and again to read the prices - it just loads them up on startup (afaik). So a dynamic economy wouldn't be all that easy to implement.

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