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The general place to discuss MOD''ing Freelancer!

Post Fri Mar 07, 2003 10:38 pm

Blitz, I'd like to congratulate you for your mod. Reducing cargo room seems a good idea to me (it could slow down the "enrichment" by this way). I also like nuce's idea to reduce fighter space. This way, merchant will have to buy freighters. Hence, if those ones are weaker, merchand will have to form up team.

If only i could get SSOOOONNN a full version of the game instead of this demo...

Post Fri Mar 07, 2003 11:16 pm

I don't disagree with reducing the freighter cargo space, but would also agree with others that fighter cargo space should also be restricted.

Making the freighters slow and vulnerable also sounds like a good idea.

But what about ajusting the underlying market system? Wouldn't that also help balance the game?

I understand this is only a ship balance mod, but it seems to be that the worth of cargo space on the ships is pretty directly tied to the value of the items bought and sold throughout space.

Post Sat Mar 08, 2003 12:36 am

Dude .. yer mod .... sux, sorry , go play wing commander or something.

Post Sat Mar 08, 2003 2:50 am


Okay you freighter nazis, I've had enough. You tards ...


thank you for calling me both a nazi and a retard in one post. i'll remember that the next time i want to give someone constructive criticism.



And as for the "Just make them weaker" argument. Faction tricks can make you immune to all attacks 2 minutes into the game.


that to me sounds like good reason for changing the ease with which you can change factions, not an argument against making freighters weaker.



Until someone figures out how to stop people from making friends with everyone, there really isn't a better way to nerf freighters


i guess i'll have to wait for someone to figure out how to do this in order to get a more realistic MP game. :/ i respectfully disagree with your decision to make freighters with more shields and weaponry, but if there's no other way until this faction crap is sorted out then i guess it's the way it's got to be.

(edit) : hi, i've had a think about this, and i'm ready to admit that i think i'm wrong on the armour & shields side of this. i was thinking about a few diffrent things, like trucks, and (a bad example, but i'll use it nonetheless) the millenium falcon.

trucks: big, heavy, can get up speed, but slowly. more "armour" than normal cars. less manouverability.

falcon: big, heavy, supposedly handles well for a freighter, but it's no a-wing. has more armour & shields than small fighters, but alot less weaponry. i mean, i'm no expert on starwars, and i don't want to go hunting for a schematic, but i believe that the falcon had 2 turrets, a forward-facing gun and a forward-facing proton torpedo launcher, which would translate (roughly) into 2 forward-facing hardpoints and 2 turret hardpoints.

so yes, i'm coming around on the whole "freighters have more armour" thing, but i still disagree with you in regards to giving them more weapons, i thought that the humpback was already overpowered as it was for what it was - i mean look at it, it's a garbage truck with thrusters attached to the back .




Edited by - patton on 08-03-2003 03:29:23

Post Sat Mar 08, 2003 5:19 am

I think you're going the wrong way with freighters. I AGREE with your cargo size reduction, although it took me a while to sort out my opinion on that one, but on the other hand, I do NOT agree with your weakening them, shield and armor-wise. I believe they should be a very defensive ship, and they should be weakend offensively, instead. You might want to see if you can make them a bit more massive (I mean dense, heavy) and sluggish for maneuvering, as well.

As far as weapons go, I'd suggest a nerfing of the normal weapons by 1 class. Turrets.. matter of opinion. You could keep them at the same level or also nerf by one. The lessened punch of a freighter would make them more vulnerable, and make people less inclined to take dangerous routes in them, hence discouraging some potential extremely profitable runs. On the upside, they wouldn't have to worry as much about energy management because their energy source would have no problem keeping up with the weapons (although you might want to nerf that a little, too).

Of course, this is all just my opinion. Thought I'd share my thoughts, though.

Post Sat Mar 08, 2003 5:23 am

I guess increasing armor by 3000 and giving them class 8 weapons is weakening. I'd hate to see strengthening.

Post Sat Mar 08, 2003 6:16 am

uhm frieghter should have heavy armor not heavy guns... u cant call it a frieghter anymore then.

Fighters should have heavyer guns and shields but not armor they are fighters they have to kill stuff not protect stuff like frieghters have to (cargo)

Post Sat Mar 08, 2003 6:22 am

I understand why you reduced the freighter capacity, but I'm not sure it's going to do much good. The answer to the "too much money from cargo carrying" problem is to make the trade system dynamic. Reducing the carrying capacity just makes doing crappy runs like Toxic waste even worse (not that there's any reason to do them now).

I just don't see this fixing the problem, even with 150 carrying capacity you can get a class 10 ship in about 3-4 hours, if you know what you're doing.


Edited by - Nagorak on 08-03-2003 06:35:12

Post Sat Mar 08, 2003 6:56 am

Well you've all managed to convince me that I'm wasting my time. I won't try and mod this game. You can now go bitch to someone else.

Enjoy your titan.

Post Sat Mar 08, 2003 7:05 am

i agree with most of everything exept making the bretonian ships having more
cargo ships, thats not evening them out very much, just making the bretonian
heavy fighter a light frieghter!

Post Sat Mar 08, 2003 7:21 am

Blitz its not about everyone wanting a titan but what u are doing is make the friegthers fighters. and fighters frieghters? whats the point in that.
U decrease cargo of frieghters thats fine but wy increase cargo of fighters? there is no point in doing that they are fighters they dont need to cary cargo.

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