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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 16, 2003 2:43 pm

The only real problem I have with the new prices is that missiles are simply too expensive to use. The launchers are fine - their price is largely irrelevant as it's a one time expense, but 2.4-3k for a lv7 and ~13-15k for a lv9 missile is absurd, especially since they aren't much more effective than guns - you really should either give missiles a significant boost (and possibly decrease ammo count, or make them take up space) or drop the price by a factor of 5 or so.

Post Mon Jun 16, 2003 3:14 pm

FOR THE LOVE OF GOD, AND ALL THAT IS HOLY, REMOVE THE FED-EX PIECE OF CRAP!
I'm all for suspension of belief but that is too much! I'm already dealing with the X25 inflation value.
If you are gonna add diffrent Volume ratings to each commodity, be very very careful. There are already commodities nobody touches. When was the last time you carried copper? Boron? H-feul? MOX? Toxic Waste? Construction Equip? SIlver?
Gold? If you play the size game, you will make some others useless.
Changing the volume of commodities will off set the increase in cargo space. now the cargo haulers will take a hit to transporting goods.
Too bad there is not a floating market price throughout the systems.
Is it possible to have a range of values for the commodities at a station? Like when you show up one time it's say 65. You go away and come back later it's maybe 50. Have a refresh time of like 5 min, so you can't just go out and come back.
I already suggest to people who are running servers to change starting cash to about 50 grand to offset the arbitrary rise in cost of craft.

Post Mon Jun 16, 2003 3:28 pm

How do you change the level of difficulty?

Post Mon Jun 16, 2003 4:00 pm

I'm at work now, so I won't have a chance to look at this until later. If someone can verify the answer to my question in the meantime, I'd appreciate it. The question is, "If you can only afford a ship at it's base cost, will the game let you advance to the "buy" screen so you can strip off it's added equipment, or do you (as I suspect) have to wait until you can afford the ship as listed?"

If you can't buy a ship unless you can afford it's total value to begin with (even if you can later save some money by removing it's expensive components,) then any lower quoted price point is moot. I don't recall if I actually hit the "buy" button when I saw the new price on the Hornet, but I'm pretty sure it simply told me that I could not afford the ship. Also, if the only way you can afford a ship is by stripping of it of all it's equipment, why would anyone want to buy it?

I contend that this game is not built around combat. It is built around the availability of an open-ended universe with many viable options for advancing your character, like bounty hunter, trader, pirate, or smuggler. You can narrow the game's focus in your mod if you wish, but I think you're shooting yourself in the foot by doing so.

Also, I'm aware that each ship has different characteristics beyond it's looks or the number of hard points. However, each ship still has a particular role as either a freighter or a fighter. If I switch from the default Starflier to a Patriot, what have I gained? I've thrown away my savings to that point for a slightly improved shield, an extra gun, and that's it. I'm back to combat missions for another good while until I can afford the next fighter. You've made it a very long road to obtaining a freighter.

I've yet to play with a Rhino in your mod, but I can't imagine what changes you might have made that make it worthwhile. Granted, you've expanded it's cargo capacity, but I suspect it's still as vulnerable beyond the Liberty system as it ever was. The Rhino used to be a starter ship, you've effectively made any freighter an "end ship," albeit a crappy one in the Rhino's case.

Who can afford to fly a Rhino? Well, given it's price tag, whoever buys it will see the cost of filling it's cargo as chump change. If they're going to make any trade runs outside of Liberty, they had better have bribed any factions they'll meet along the way. All of the lucrative trade routes involve heavy hitting factions like the Corsairs, Hessians, or Outcasts, which would make mince meat out of a wimpy Rhino.

Post Mon Jun 16, 2003 4:06 pm

FOR THE LOVE OF GOD, AND ALL THAT IS HOLY, REMOVE THE FED-EX PIECE OF CRAP!

As a model, I think the ship is well done. It's purely done for humor value, however, which means that few people actually want to fly it. They would much rather fly something that looks cool and dignified.

Post Mon Jun 16, 2003 4:12 pm

I like the FEDEX, real funny My friend bought it, and we ended up chasing him for his Cargo~!

Post Mon Jun 16, 2003 6:31 pm

Could anyone drop a hint as to where you access the new systems? I seem to be having a little trouble finding them!

Actually, when you think about it, managing to loose several star systems is quite an achievement really!

Signature? What Signature?

Post Mon Jun 16, 2003 6:56 pm

BTW MD,
Don't get dicouraged. You are doing a good Job. I'm wondering if maybe you have lost a little focus, with all the Negative feedback.

I like your mod for the most part. I have issues with the ecenomic side that seems to be a little out of whack.

I think... originally you were intending to have combat missions pull in comprable income to freighter runs.(?)

Where are you going with it now??

Post Mon Jun 16, 2003 10:31 pm

Shadow Dancer, the positions of the systems are in the folowing general areas: Calif. System, Whitney Ice Field, Dublin system, north of 2 of the gold fields(2 holes) and the last is south of Edinburgh system .
Winston, yes i tried to make combat missions more desirable than trade runs, or at least equally rewarding. The goal is to make the SP and MP play much more atractive and challenging, offering various rewards, and multiple ship and equipment choices, so u can play the game 100 times and still be more posibilities to explore in order to finish it. the loot drops are a good step forward, almost everything is lootable now(powerplants, shields, thrusters, scanners). more mission types will be nice as well, i saw giskard made good progress on that.

Post Mon Jun 16, 2003 10:41 pm

To answer the question which has been popping up.

"What mod are we going to release"

Without spoiling everything, it is bascially a combination of all the best mods around, bab5 mod, rebalance mod, reynen mod, grrsk mod, & hostile universe mod.

Currently we have almost all the people from the above projects testing the new mod.

It is NOT easy work though, but I can tell you it will rule all other mods out there! We are spending ALOT of time on this and once this is release a few of us will not be working with our original mods though, we will be updating, improving, and maintaining the new one.


http://www.homebs.com/flsdk/
Tutorials, Utilties, Mods, and much more.

Post Tue Jun 17, 2003 4:56 pm

the mod sounds sweet reynan and thanks mike for tellin us were the systems are

figures there in the systems i havn't looked in yet

if your not wasted the day is

Post Wed Jun 18, 2003 8:03 am

The New Systems is cool. Not to mention that Earth Alliance is a mad battle ground. I went in there and was doomed to oblivion. Anyways, you get to buy cool class10 weapons there.

But the sad thing is, my game crashed to Desktop. Sigh.

GUX

Post Wed Jun 18, 2003 7:25 pm

Will Cloaking be added? I realized this could be very unbalancing but what if it uses up energy like the thrusters (but not as fast) and if it could make your ship think it is in cruise so that you can't fire a weapon till you either deactivate it or it shuts off after it drains all your energy?

Post Wed Jun 18, 2003 11:06 pm

Cloaking should be limited to certain ships. Because it would be cheating. How would you feel if a mad, super manouverable, cloaked Tie Fighter shooting your butt and following you around. That could be deadly.

Post Thu Jun 19, 2003 2:40 am

MD,

It seems to me that there are two factions out there: Traders and Fighters, and you are never going to please both. you will always get the "it's wrong because.." there are still ways to make money. it took me 2 hours the other night to get the Cylon and all without leaving the N\york area... a good place to go is Colorado and kill lots of Xeno's everybody hates 'em and Peublo pays fairly well. you can also mine copper in your spare time (pure profit), Xeno's appear and you kill 'em.... additional bonus. Also if you can't afford the new prices for weapons, go find some wrecks... again no cost, bonus weapons + loot.

I don't see anything wrong with the mod other than the crashes around Malta\Crete there is too much going on and it bogs the system down.

keep up the good work.

Harrier.



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

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