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v3.5 ideas/recommendations

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

Post Mon May 03, 2004 5:05 pm

The starting ship is pretty good Might want to cap the guns at class 5 and reduce the no# slots to 3. That's beefy enough for a puny LF, especially one the cops give you for free.

I feel the no# shields mountable is okay (a couple of the custom ships even ought to have them reduced), but I think it'd be nice if you could increase the no# of mounts for shield-type items, e.g. the injectors. Reason being, those use energy also, so you'd have to be careful to purchase only what your powerplant can handle. Some ships I've seen are pitiful, they have like 1 slot for a shield, and 2 slots for shield-type items. On the other hand, overpowered ships (like non-capships that can mount lvl 10 shields, ugh), those should have reduced no# of shield-type items. And while you're at it, I do believe a non-capship should not be able to mount class 10 capship shields.

You could beef up the LFs that way, too. Since they can only carry one low-class shield, give them an extra slot or two for shield improvements, so they can beef up, say, the regen rate by buying a bunch of injectors (or whatever the item was, I don't recall off the top of my head right now). Gives LFs a little more much-needed margin of safety and makes them a bit more viable to play longer, since afaik everybody's preference is either a VHF or a capship.

" In Defeat, Malice; In Victory, Revenge! "

Post Mon May 03, 2004 6:00 pm

ya but what about my idea with the extra cargo hold? could that possable be put in to solve the fuel idea deal?

Post Mon May 03, 2004 9:10 pm

You could make fuel perishable, but getting the game to care whether you have any fuel or not doesn't sound do-able. Might have to mod the exe and afaik we aren't allowed to do that

" In Defeat, Malice; In Victory, Revenge! "

Post Tue May 04, 2004 7:00 am

MD its tha cap ships that kill the server , so if u cant rais the cost then u need 2 rethink the trade runs nobody will complain about having 2 work 2 by a cap ship right now it just 2 easy
if u can get the info cards / trade lanes fixed that would b great
rember the green starter ship in 3.12 that was a cool ship did the whole story line in it and had a blast bring it back give it a new name ans some new textures and allow it to go 2 lv 10 or 8 that would b ok 3 shield/mounts 1 hard 2 addons 4/2/1 configuration would b great
also give us SOs as mutch freedon as u can 2 set the mod up , with the batch files
and please only 1 download having 2 load 4 mods 2 play is a majior pain
as always your mods will have a home on my server would just like 2 see more players

you can help with the cpou load by getting rid of the many pirate fractions spawning at the same location it is not necessary 1 bs grupe is enough
Do it like u did in TnG that works

Have A Great Day

Post Tue May 04, 2004 5:03 pm

On the cap ship issue is it possible to have say one cap ship encounter and increase it's figher escourts or creating supporting waves of fighters?

Post Tue May 04, 2004 9:00 pm

MD is there any way 2 put lv restrictions on bying the large cap ships say u need 2 be a lv 55 &up 4 the large cargo ships and a 70 to by the BS that would help on the server crashes
But THE TRADE ROUTS NEED 2 B REDONE u should not b able 2 transport prisioners as cargo .execpt as droped loot
the vips pay out should b based on were they r going the farther away the higher the pay.
also raise the cost of BS weapons 2 the max this would also slow down the server crashes and we dont need 2 destroy bases please remove that from the mod
I really like the gun ship its my new best friend would be nice if it handled a bet quicker give a big lick to its creator, usually fly the ravens claw & the vipers but havin fun with this now.

I am lookin foward 2 the 3.5 and puttin it on my server........

have a great day

Post Fri May 07, 2004 8:50 am

Hi there, i can tell you some more things about the upcoming mod that I worked for the next few days:
-The starter ship will be the Starskipper, from Baene's ship pack. It'll have 5 guns(2 lvl 3 and 3 lvl5) 1 torpedo slot and no turrets(5/0/1 in short). Still 40 cargo holds, 2200 armor and the same pretty neat Starblazer powerplant.
-Baene's ship pack will be included, also Drifting Ghost's Privateer ship pack and the mod will use the Improved AI mod at normal difficulty level and the Death Wish AI mod at high difficulty level
-these 2 AI mods are making the fighter ship to fire more missiles, more mines, act smarter, and also makes the Random Strike missions very difficult since the solar pilots are more accurate and fire faster.
-the LI navy will fly Guardians VHF's instead of Thunderbolts, the Bretonia Armed Forces will use MArauders VHFs, the Kusari will have the Draconji and the RH Military will use the Gunstar.Also the pirates like Liberty Rogues and Molly's will use the new Enfilade VHF...
-The Rogues will have(and use) some improved laser weapons arsenal, namely 3 new high level lasers cannons...the lvl 8 "Devil", the lvl 9 "ArchDevil" and the lvl 10 "Demon" laser cannons.
- the Liberty Navy will also have increased laser weaponry(to counter the LR threat) that'll be the lvl 7 "Blue Angel", lvl 8 "Archangel" and lvl 9 "Seraphim" laser cannons.
-The HW ships will be almost completely removed, also some other obsolete models like the Narn Fighter or the Frontier:Elite fighters.

That's about it for now, but still is a long way till the finish line.

Post Fri May 07, 2004 12:31 pm

id like to be able to destroy the asteroids and pieces of junk in the asteroid/junk fields, its a pain trying to get to omicron theta when the jumpholes either side are in a bunch of rocks.....also the white star cruiser, and the 2 capships on naarn prime and i think the voorlon planet killer have reversed stearing, could this be sorted?

Edited by - freighter fighter on 5/8/2004 12:56:38 AM

Edited by - freighter fighter on 5/8/2004 12:57:44 AM

Post Mon May 10, 2004 6:52 pm

what about adding a higher levels to the game. B more chances to hear 'Outstanding' hee he! I think there is a mod out there that does this currently but it would be fun to have it or something similar built in Rebalance.

Also restrict House cap ships to thier systems and make them purcahaseable only in thier systems? One last thought, the repair turrents and other transport turrents don't drain power, so mouting them early in the game gives a huge advantage, shouldn't this be tweeked?

Any thoughts MD?

Edited by - Perfecto on 5/10/2004 7:58:54 PM

Post Tue May 11, 2004 3:13 am

in one of the reyen mods they where trying to convince the game to let us level up to lvl 99 but i dont think they got it too work

Post Wed May 12, 2004 5:37 am

md b sure u fill up the bab5 systems or make then smaller to mutch empty space
put in the bab5 fractions in their systems fighting each other . no need of any other fractions esp orig FL types
and dont forget the data files 4 ironcross this is very important

Have A Great Day

Post Wed May 12, 2004 9:46 am

also please could you make the babylon 5 ships fly the way you point the mouse?

Post Wed May 12, 2004 12:48 pm

How about some Shadow ships too? Nasty fun there, make them covettee and fighter size but as nasty as cap ships...

Post Thu May 13, 2004 2:10 pm

thats too much like overkill, but then what do i know, i own a leviathan

Post Sun May 16, 2004 12:02 pm

Overkill with the Shadow ships ya mean? Fair enough though it's kinda weird to go to a BAb five system and see White Stars fighting Rouges or something... The Shadow ships the TNG MOD are very nasty for example and if you have bad shields and are caught snozzing you are toast. I think there needs to be more nastiness in the 'advanced' systems because if your flying around with a Hydra, loaded with nasty weapons, 2 cap ship shields and a Javline power plant you are pretty much on nasty MF! And can either take on any large battle group you encounter or flee if you chicken out. Anyhow I still think those transport turrents should be looked at too...

Edited by - Perfecto on 5/16/2004 1:02:46 PM

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