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The problem I experience with mods

This is a free discussion forum on Freelancer. This is the place to discuss Freelancer issues NOT covered by the other boards!

Post Fri May 26, 2006 7:23 am

The problem I experience with mods

Mod makers in general, seek to expand freelancer, by offering hundreds of new ships, systems, weapons and so on. This isn’t necessarily a bad thing, but what is the point in doing it when most servers only have 10 players?

I am currently playing the mod “Discovery”, its pretty decent, looks well balanced. There is only ever about 10 players on it, I cant see any real prospect for PVP, everybody is spread throughout the systems with their own plans and interests and of the 10 that are online - they have their own range of levels – lvl 10 to lvl 60.

I feel that im playing a single player game, at least, I might as well be!

So….

Why don’t mod makers acknowledge this fact, by making a mod designed specifically for what is more playable on an online freelancer server? Why not make not 50 factions but rather 2 factions, why not strip the size of the game down so that people are forced closer together.

You could have Liberty vs Rheinland for instance and rather than making the weapons totally OTT like you know:

Class 1: 20 dmg
Class 2: 80 dmg
Class 3: 300 dmg
Class 4: 500 dmg
Class 5: 800

And so on….. why not have

Class 1: 10 dmg
Class 2: 11 dmg
Class 3: 12 dmg

In this way, a new start Liberty pilot still have a good chance, depending on skill against a battle hardened Rheinlander. So the game play is constant, the battles are furious and everybody is happy…. Or in fact… unhappy about the idea that they just lost their cargo to an enemy pilot.

*sighs*

I have said what I wanted to say.

Post Sat Jul 08, 2006 10:22 am

What really irritates me is the general inflation of...well... everything with some mods. They increase the damage of weapons, but then they also increase armor, shields etc. I've also seen them boost the cost of even your cheapest fighter to 5 million, but then they also increase mission rewards and such... totally pointless. I wish more mods were geared to keeping the equipment and ships in check with the vanilla models. At least that way they could also be incorporated into the single player campaign.

Post Sun Jul 09, 2006 4:00 am

I think you'll find most mods increase ship prices to keep you in one class of fighter for more than ten seconds. Indeed, it's possible to go straight from a light fighter to the best fighter (if you were in a dagger for instance) fairly quickly. As for trade routes, around 1 hour would see you in an Eagle with your full loadout.

Yes, missions do pay more - but this is because otherwise it would make missions worthless - the payment may not cover the potential cost of the missions, and furthermore - they would only be worthwhile for the lowest class of fighter.

If it's well balanced your basic fighters should be more expensive than a couple of k at the start, but weapons not too much. To outfit a fully equipped VHF though should cost a serious amount of money instead - ensuring that players either trade with bigger and bigger ships, or alternatively, need to buy either a medium or heavy fighter to earn the cash for the best ships.

It's not to everyone's tastes, but FL suffered from only a handful of ships being used. Mod makers attempt to make people play a wider variety, otherwise there is no point in adding them.

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