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The content may be outdated and links may not be functional.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

Freelancer Rebalance 1.0b features and feedback

Here you can find news, get help and comment about the ?FL Rebalance Mod? for Freelancer

Post Mon Jun 09, 2003 10:46 pm

I've got another mod idea that I think would fit well with Rebalance: cloaking.

No, not "look I'm a Klingon!" cloaking devices where you vanish from sight, but how about "look I'm a stealth fighter" cloaking where you make it much more difficult for enemies to detect you with their sensors? Is there some way to create a buyable device (or build it into certain ships by default) that will decrease their range of detection by other ships? I'm thinking it would be something similar to nebulas that reduce sensor range.

Since you can make sensors that have a variable range, can you make "counter sensors" that decrease the range of others? Even if the ship that mounts such a device suffers from the same effects, I'm betting people would love 'em. Such a device would be great for helping players avoid ambushes on multiplayer servers. Other players stick out like a sore thumb, since their presence is announced automatically regardless of their intentions.

Speaking of which, it would be cool if players had faction related to one another like any other faction. Why is it that neutral and good ships won't show up as targets under the "important events" radar, but bad guys and ANY player will? How do your sensors determine the intentions of other pilots?

BTW MD, if it's not asking too much, could you tell us what kind of progress you're making on your new version? Some of the stuff you've hinted at has had me biting my lip in anticipation for some time now.

Edited by - Ether Dragon on 09-06-2003 23:48:35

Post Tue Jun 10, 2003 2:09 am

winston u have to take in the fact that this is not real and were are in space

most the laws of phisics are not usable in space because there is no gravity which meanse there that there is no limit to how big things are

and when u think about the ship designs and its movements u can move sideways yet there u can't c any thrusters on the sides

also how do u stop if there is no friction in space there would have to be thrusters in the front yet u don't c any

the fact is this game is not based on fact of theories or anything cept' what looks good and that whats make things sell not how much it can a fighter really carry

and another thing most fighters here on earth can hold over a ton

i.e. F-22 F-15 F-14 F-16 those have to hold a lot cause they have to bomb/kill a lot

if your not wasted the day is

Post Tue Jun 10, 2003 2:12 am

oh yeah winston u can't forget about some of the bombers after all some of them are pretty moneverable and fast i.e. the russian backfire and the american b-1 amd of course u can't forget about the b-2 thats pretty munuverable

if your not wasted the day is

Post Tue Jun 10, 2003 2:16 am

oh one last thing winston u think to much

has anyone every told u that this is a game and enjoy it not try to pick on it for not being that realistic when were talkin about a system that i havn't heard about and a war thats never happened along with weapons

u can't furget about shields that we arn't even capable of making


if your not wasted the day is

Post Tue Jun 10, 2003 2:27 pm

TIEs with no sheild would suck and mgiht get bullied by Daggers because they only have 1100 armor for a Light Fighter TIE.

Personally, it is only a game, using a TIE with a Class7 Sheild is already a handicap! You do not even have enough sheild batteries to support it! One click of a "F" and POOF! All gone!

So stop complainigng about the TIEs because they are already handicapped enough! You should try taking on an Eagle when you have no sheilds!

BTW, MD, you are doing a great job and I am still eager for those TIE Advance 1 & 2 and Bombers! Oh yeah! I miss my TIE VHF with class10 slots! T_T

Post Tue Jun 10, 2003 7:52 pm

Taco
winston u have to take in the fact that this is not real and were are in space
most the laws of phisics are not usable in space because there is no gravity which meanse there that there is no limit to how big things are


Hate to point this out sport. The laws of physics apply even in space.
Mass is the enemy.
Heck The game flies like a speedboat. Unless you use Engine kill. Then It flies like a spaceship with low mass.

the fact is this game is not based on fact of theories or anything cept' what looks good and that whats make things sell not how much it can a fighter really carry and another thing most fighters here on earth can hold over a ton
i.e. F-22 F-15 F-14 F-16 those have to hold a lot cause they have to bomb/kill a lot


Thanks for making my point for me. Fighters should not be carrying cargo.

oh yeah winston u can't forget about some of the bombers after all some of them are pretty moneverable and fast i.e. the russian backfire and the american b-1 amd of course u can't forget about the b-2 thats pretty munuverable
if your not wasted the day is


Yep. But they are not as fast as fighters, nor as manuverable. Especially under load, when the B-1's wings fall off.

oh one last thing winston u think to much has anyone every told u that this is a game and enjoy it not try to pick on it for not being that realistic when were talkin about a system that i havn't heard about and a war thats never happened along with weapons u can't furget about shields that we arn't even capable of mak

Do you think that no thought went into making this game? Do you think the reason the stock ships that are fighters, had low space in the cargo hold, was arbitrary? Were they saying "We don't like "Taco" so we will make the holds on all the ships too small." No they were trying to balance the game. I'm saying the current Star Wars ships need to be reworked to stop the inflation. Not to mention the Armored Transport.
Yes I do think alot, but possibly others do not think enough.

Post Tue Jun 10, 2003 8:30 pm

if ur so smart winston u no how to spell my name there is no "A"

Mike do u think u might be able to get the hyperdrive to work when ur in the go to mode

that would make it a little easier to go around

if your not wasted the day is

Post Tue Jun 10, 2003 9:33 pm

I don't know how good it would be to replace the cruise mode with the hyperdrive. Maneuverability at that speed is nearly non-existant. Since the ship tries to orient itself as soon as you hit F2, and the hyperdrive would be starting as well, it could really screw up your flight path. The AI wouldn't be able to compensate for any obstacles in your path, either.

My own opinion is that we're better leaving the "goto" function untouched, as it's our only real "auto-pilot," albeit a slow one. I've found that I also enjoy the added interaction required when going at hyperspace speeds. It's made travel interesting again.

BTW, you correcting someone's spelling? Too funny.

Edited by - Ether Dragon on 10-06-2003 22:35:08

Post Tue Jun 10, 2003 10:33 pm

Ok, sry for not replying but i was ver busy these days both with the mod testing, and with some other daily matters.
Winston, u say a fighter can't carry more than 40 cargo units...i think in space a fighter(a ship in fact) can actually pull 100 tons if has the right engines, since there is no inertia. The problems could occur at planetary landings, or take-offs. And remember all ships in Freelancer are built for a freelancer, this means are capable both of dogfighting and cargo carying. take a look at some of them, the Barracuda has a big belly almost as a freighter, and even the Banshee has a big one under it. It's true some exagerated a lot in their cargo sets, a B-wing could never carry 200 and an Awing or TIE shouls have 10 at their most. but don't forget equipment, for example the armor upgrade that will tale store space for real when added on a fighter, or the more massive MkII-IV powerplants. They don't occupy cargo but still take space in a ship and there is where the extra cargo units go.
And about making TIE's shieldless, it's no point to that unless u wanna kill yourself, lol i would'nt wanna do that. There were some setups in SW games that alowed even ordinary TIE fighters to carry shields, check out some missions in Tie Fighter game, after campaing 8.
The new version will be ready soon and will have some new tasty stuff as well, and some bad @ss news...the prices for all equips/ships/weapons/ammo is doubled. the Voyager ship with phasers included, sounds for the phasers, even for Romulan Disruptors and Jem''Hadar phasers(green and blue). the rest is as i said before...the mission 8 bug has been fixed. Trade routes from New Berlin to New Tokyo and New berlin/new tokyo to crete/malta no linger yield huge profits.
4 new systems available, the Earth Force Alliance, Centauri Rep, Minbari and Nial all with specific ships and encounters, also missions are given in the bars, and each base has ships/commodities to sell/buy. Fedex maded buyable as a starter freighter, 150 cargo.

Post Tue Jun 10, 2003 11:54 pm

ether i didn't say replace the cruise engines but to just be able to press z and go

it is fun driving around with it though and i guess u can just go under the fields of stuff

mike did u or are u going to make the missions pay more (not the storyline ones)

if your not wasted the day is

Post Wed Jun 11, 2003 7:30 am

I'd be inclined to say that doubling the price of missiles (the ammo, not the launcher) is not a good idea. The higher end missiles are already far too expensive to be used much ($7k for one cannonball/firestalker is way too much).

And inertia is most definately present in space (unless you're talking about the freelancer engine, and not space in general).

Post Wed Jun 11, 2003 11:36 am

MD great to hear from you. Its great to know the latest version is almost done and the mission 8 bug is squashed. At least now can continue in SP.

But regarding the hike in prices on ships. I don't know. At its current state, in SP you already have to do more side jobs just to get the necessary items like missiles and such. Not to mention when you want to get a new ship. So unless there is a way to increase the job's pay or even the SP ones would be ideal. Or else we could be seeing people spending more time doing side jobs than following the story in SP. But of course this is just my opinion. It has to be seen how your increase in prices would actually affect the gameplay.

"To know the light, you must see the dark."

Post Wed Jun 11, 2003 12:38 pm

I wanna some new TIEs! Muahahhaah, and some new Trekkie ships and all tyhat. Mesa Mucho Bigo Fan!

Post Wed Jun 11, 2003 2:09 pm

Michael,

When the new version comes out are you going to move the Dagger somewhere the mission player can get it? You had it at Rochester base and staying on the right side of the Junkers is easy enough (provided you have no cargo when you go) - they (unlike the Rogues) are not inclined to attack you on sight! Or have I missed it?

Regards,

Harrier.

Retreat[![! ---- I'm too badly messed up now[![!

Post Wed Jun 11, 2003 2:12 pm

MD
but don't forget equipment, for example the armor upgrade that will tale store space for real when added on a fighter, or the more massive MkII-IV powerplants. They don't occupy cargo but still take space in a ship and there is where the extra cargo units go.

Well true. But, maybe the mark 4 upgrade, shouldn't necessarily be able to fit in a tie fighter, or a light fighter. The cool part about customization woud be... "Do I go with the armor upgrade or the Firepower?" Just because it is in the Game does not mean it needs to be able to fit in every ship. You know there are power plants that are lower in cost and take no space, that are better than the version one and two. Buy a Pheonix and see the majesty of a Civilian Hvy powerplant.Better than a LVL 2 Powrplant upgrade. No cargo space taken up, cost: one pheonix about 70 grand. Not easy to get a hold of but for those folks looking for the killer ship, For the mid range game, it's a must.

Return to FL Rebalance Mod