Important Message

You are browsing the archived Lancers Reactor forums. You cannot register or login.
The content may be outdated and links may not be functional.


To get the latest in Freelancer news, mods, modding and downloads, go to
The-Starport

MMO-Freelancer

The general place to discuss MOD''ing Freelancer!

Post Sat Mar 08, 2003 4:27 pm

MMO-Freelancer

i cant get the idea of a persistent Freelancer world out of my head.actually freelancer doesnt have a long time motivation which is needed for a persisten universe. Now i want to start a project with the following targets:

Ballance changes:
*) new weapons and ships. Big transporters, cruisers, carriers and some new fighter.
*) All ship classes should be equal. Light fighters should be quick and manuverable, heavy fighters should be slow and big in firepower. A good pilot in a light fighter should be able to kill a heavy fighter and vice versa. Its all about skill not who got more guns.
*) more components to buy. I have scanners with better or worser range, faster and slower engines and power reactors in mind. This would make ur ship more unique.
*) make mining worth to do it. Mining should be a good way to make money (equal to trading and making missions) but sometimes an alien engine, shield or whatever spawns out of an asteroid which is often better than the buyable stuff.

Map Changes:
*) a bigger map with space for clan stations and even clan wars. Imagine a fight arround a station: the defending clan has several weapon plattforms and fighter to defend their space, the attackers are comming with a cruiser and a carrier.
*) special jumpgates between servers. The load of players would be distributed on serveral machines.
*) special sectors where pvp is possible and sectors where u can pvp.
*) the only npc ships should be police units which are hunting player killers and pirates. A zone where pvp is forbidden would have a big police presence (newbie zones).

Clans/Guilds:
*) clans and freaking rich single persons should be able to buy stations, cruisers and carriers.
*) clan commands for promotions, taxes, wars and such stuff.

Anti-Cheating:
*) a background program like punkbuster which scans for cheats and ini changes. without this tool in background a login on the server should be impossible.

A lot of these things can be done actually but some things are quite impossible without a sdk. If someone is interested or somebody has the same targets for this game pls reply or send me an email

thx for reading

Post Sat Mar 08, 2003 4:35 pm

sounds good,

throw in a dynamic economy and you got your self a kick ass product

Post Mon Mar 10, 2003 1:17 pm

plus your ship's powercrystals, or powersource should drain very slowly over time until its completely depleted. so you need to dock somewhere to buy new crystals.

Post Mon Mar 10, 2003 1:22 pm

Sounds great, hope it's all doable as it would really spice things up.

RaK

Post Mon Mar 10, 2003 7:15 pm

to be honest :/ these are things that should be there anyway


but yes, that sounds brilliant i would definately play on a server like that....

im still only learning to edit things.... and im also learning modelling at the same time(hopefully soon we'll get them importable)

if i get any good at it, my services are yours

------------------
You just washed up here or something?

Post Mon Mar 10, 2003 7:29 pm

you should have to come up with a badass computer and an even better upstream connection. but hey, as long as you're paying, it okay by me still i think the max players limit is @ 128 ATM, and 128 players doesnt make much of a mmorpg. i would like a stable rpg server though.

-------------------------

Post Mon Mar 10, 2003 9:08 pm

RE: Persistent world FL: I think the concept of a persistent FL world is a terrible idea and is not supported by the game mechanics at all. This game is clearly designed to be able to be beaten in a short amount of time, and the focus seems to be on replayability by using different ships, teaming up with different factions, etc.

> throw in a dynamic economy and you got your self a kick ass product

Change the word "kick" to "suck" and I'd agree with you.

Post Mon Mar 10, 2003 10:57 pm

mmm... flames...

Sorry, good idea, although a persistent/mmo freelancer would have MASSIVE lag

I used to hate weddings cause all my aunts and grandmas would poke me and say "Your next sonny!" They stopped when I started doing it to them at funerals

Post Tue Mar 11, 2003 12:29 am

The ships aren't unique enough that just replaying the game is going to be that fun. Besides, even if you made a persistent world, that doesn't mean you can't play with different ships. Pretty much everyone who plays MP wants a persistent world where you can buy stuff like bases and fight over planets. It's really how Freelancer SHOULD have been released. It looks to me like that's where they were going, but then they just cut everything to rush the game out the door. Not having a dynamic economy, especially, hurts the multiplayer game.

Unfortunately to do any of that stuff you really need an SDK, and who knows if they'll ever release one.

Post Tue Mar 11, 2003 1:16 am

A game where you can reach max level in a few hours is *not* suitable for MMO-ness.

This is an action/RPG, and it is more ACTION than RPG. That doesn't lend itself to being MMO.

I agree that having all the cool stuff you mentioned would rock.

Post Tue Mar 11, 2003 8:07 am

Lag: lag would not be such a problem. look at uo shards. u wont find much with more than 100-150 ppl online at the same time. and main part of ma mod (and the thing im actually working on) is the posibillity to change servers with a jumpgate. i talk about 10 server each holding 20-30 players.
Traffic: the traffic is the problem which causes the lag. but what makes that much traffic. look into space and u will see. u got traders with escords, 100 of police ships. in an persistent univers nothing but the police is needed. the police is to prevent players from killing noobs. with just 3-4 police ships in space u have not much lag and low traffic.
Targets of the game: this game could be so much. trading, mining, pirating. sure the levels must be changed, if possible to lvl 200 with a lot of additional weapons, equipment and ships.

i already said that fl has actually no potential to be a good mmo game, thats why im making that mod.

Post Tue Mar 11, 2003 8:42 am

Now, tell me, what's the point of a world without NPC pirates, aliens, traders, etc? They add flavor and breath life into the universe. Would you have been half as interested if it'd just been you, trade lanes, and a whole lot of empty space? Now why do you expect it to hold your players' attention? You seem to think that player-vs-player interaction is enough to hold the interest of everyone. I would say this is very untrue. Also, I would argue that a world like you are trying to build has absolutely no point. Get rich, get the best ship.. now what? Kill the n00bs? Ooh, that's fun.

Now, don't get me wrong. I really like the idea of MMO-FL, but the implementation you speak of is just not attractive to me, and I imagine there are several other people who feel the same way.

Post Tue Mar 11, 2003 9:01 am

The npcs should at least be scaled down, it's pretty stupid seeing 4 xenos in starfliers spawning and making suicide runs at anyone who undocks from detroit

Post Tue Mar 11, 2003 9:32 am

I think trying to turn FL into an "MMO-ish" game is an example of trying to put a square peg through a round hole.

There are a lot of things you can mod, and the game can definitely have a more persistent FEEL to it in many ways, but that doesn't change the CORE of the game.

Return to Freelancer General Editing Forum