Freelancer Re-Visisted: Simple but Major
I'm looking for some help on how to identify specific guns and ships in Freelancer, and if there is anyway to make each ship have a different top speed (or how to alter it's manuverability characitristics.) These are some pretty newbie questions, but essentially I'm wanting to do a simple "MOD" that may later on include some custom models. The goal?
Re-balancing the game so it doesn't "run it's course" to a super-top-ship!
I think this absoultley kills the game IMO. In Privateer, every ship was different, but comperable; and I come from the MechWarrior school where the junkiest light 'mech has some advantages the biggest assault doesn't. Yeah, the assault still is the king out there, but at least the light isn't useless; and that sure as hell isn't the case against a decked out Eagle vs a Starflyer. A lot of this has to do with the ludicrous increase in guns; they quickly go from 20/40 damage to 600/400. This also makes a lot of areas completely worthless to visit.
The overall goal if anyone is willing to help, aside from -dead evening- the various factions (actually toning the Border Worlds down. Why is the strongest navy in space weaker than the most backward pirates known? Is there anyway to start the game in the borderworlds?) and removing bizzare gameplay additions (Shield Batteries and Nanobots are VASTLY toned down in lue of heavier armor and shields; most ships cannot even carry them).. plus, of course, making missiles not COMPLETELY suck!
In addition every faction gets a full set of level 1-10 guns, and each are comperable to different factions; with different advantages. This means people both need to work up to afford the best guns, but the weakest guns remain useful as the ships slots have been re-balanced to support a wider mix; i.e. a Liberty Patriot might support two level 3 slots and two level 5s, while a heavy fighter may have one level 10 slot, and 3 levels 4s. This should make customization vastly more important, esp. since Freelancers will be able to take mix their technology - mount a Liberty long-range gun on a Rhineland heavy fighter.
Liberty Government
--- Superior ranged weapons
--- Most manuverable ships
--- Higher than average costs
Britonnian Government
--- Most well rounded ships; abit below in all areas but comperable.
--- Lowest cost ships available.
--- Superior Trade Ships
--- Superior Turrets
Rhineland Government
--- Strongest armored ships available
--- Poorest manuverability
--- Very lethal but shorter range guns
--- Superior Missiles and Torpedos
Kusari Government
--- Most expensive ships available
--- Higher than normal manuverability
--- Powerful pulse cannons
--- Ships carry the strongest available shields
--- Ships also have the weakest available armor
--- Access to superior amounts of nanobot technology
--- Superior anti-missile Counter-Measure
Sub-Factions
--- Corsairs have additional nanobots/shield battieres for extended campiagns
--- Hessians have incredibile manuverabilty and long-range missiles
--- Zoners have the most well-rounded and highly expensive ships
--- Bounty Hunter ships have very few but very powerful level 10 weapons
--- Pirate ships can carry twin torpedo launchers
--- Victor Morson
--- Blazing Aces
Re-balancing the game so it doesn't "run it's course" to a super-top-ship!
I think this absoultley kills the game IMO. In Privateer, every ship was different, but comperable; and I come from the MechWarrior school where the junkiest light 'mech has some advantages the biggest assault doesn't. Yeah, the assault still is the king out there, but at least the light isn't useless; and that sure as hell isn't the case against a decked out Eagle vs a Starflyer. A lot of this has to do with the ludicrous increase in guns; they quickly go from 20/40 damage to 600/400. This also makes a lot of areas completely worthless to visit.
The overall goal if anyone is willing to help, aside from -dead evening- the various factions (actually toning the Border Worlds down. Why is the strongest navy in space weaker than the most backward pirates known? Is there anyway to start the game in the borderworlds?) and removing bizzare gameplay additions (Shield Batteries and Nanobots are VASTLY toned down in lue of heavier armor and shields; most ships cannot even carry them).. plus, of course, making missiles not COMPLETELY suck!
In addition every faction gets a full set of level 1-10 guns, and each are comperable to different factions; with different advantages. This means people both need to work up to afford the best guns, but the weakest guns remain useful as the ships slots have been re-balanced to support a wider mix; i.e. a Liberty Patriot might support two level 3 slots and two level 5s, while a heavy fighter may have one level 10 slot, and 3 levels 4s. This should make customization vastly more important, esp. since Freelancers will be able to take mix their technology - mount a Liberty long-range gun on a Rhineland heavy fighter.
Liberty Government
--- Superior ranged weapons
--- Most manuverable ships
--- Higher than average costs
Britonnian Government
--- Most well rounded ships; abit below in all areas but comperable.
--- Lowest cost ships available.
--- Superior Trade Ships
--- Superior Turrets
Rhineland Government
--- Strongest armored ships available
--- Poorest manuverability
--- Very lethal but shorter range guns
--- Superior Missiles and Torpedos
Kusari Government
--- Most expensive ships available
--- Higher than normal manuverability
--- Powerful pulse cannons
--- Ships carry the strongest available shields
--- Ships also have the weakest available armor
--- Access to superior amounts of nanobot technology
--- Superior anti-missile Counter-Measure
Sub-Factions
--- Corsairs have additional nanobots/shield battieres for extended campiagns
--- Hessians have incredibile manuverabilty and long-range missiles
--- Zoners have the most well-rounded and highly expensive ships
--- Bounty Hunter ships have very few but very powerful level 10 weapons
--- Pirate ships can carry twin torpedo launchers
--- Victor Morson
--- Blazing Aces