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Freelancer Revised Beta Version

Here you can announce your own Freelancer MOD and find information about the different available packages!

Post Sat Aug 21, 2004 5:06 am

i think the 2 gun limit is for balance. you wouldnt want this thing to be imbalanced.

Post Sat Aug 21, 2004 7:44 am

Wanna Bet lol

Post Sat Aug 21, 2004 8:06 pm

I somewhat agree with PhelanKAT about the realisim. Although I do think that you can have tradelanes between Planets.Just enough to speed up travel a bit.You may be able to place lanes to the outlaying stations and bases, also to the major jump holes.

Post Sun Aug 22, 2004 9:48 am

I'm aware of the NPC ships firing bug, and still trying to figure out why they dont fire their guns. They do have guns (if you scan them, you'll see them), and they do fire missiles, mines, and cruise disruptors. It may be that I forgot to add powerplants to NPC ship loadouts, so they dont have power for their weapons.

As for the cruise engines, engage times range anywhere from 1 to 9 seconds, depending on how big a ship is. I personally havent noticed any ships stuck in place during testing, but I will watch this more closely and see if there is actually a problem or if it's just ships with a 9 second cruise time. It may be that you cannot use any engage times beyond 5 seconds. If that's the case I'll have to go back and change some values.

EDIT: And the Scarab only has 2 guns (and a torpedo hardpoint) because that's what the model came with. When I decided to use the model, I had to figure out a way to make it desirable with such minimal weaponry. So I changed it to a freighter instead of a fighter, gave it decent cargo space, and lots of armor. Thus, you have a ship that still flies like the fighter that it was designed to be, but has armor and cargo of a freighter, but less weaponry than both. Trust me, it can be quite lethal with only 2 guns. Look around and you might find some surprises.

Edited by - Rathelon on 8/22/2004 11:09:00 AM

Edited by - Rathelon on 8/22/2004 11:25:45 AM

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