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Pay-per-use Jumpgates?

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Post Thu Oct 21, 2004 1:58 pm

Pay-per-use Jumpgates?

I'm not really a beginner at modding, but I figured it would be better for this to go here.

I remember reading somewhere that it was possible to make a jumpgate take away credits when it was used. Like a pay-per-use jumpgate. Is this possible? and if so, how?

Post Thu Oct 21, 2004 2:11 pm

Outve all the modding ive done I have never ever encountered anything that said it was possible to make credits disappear when you use a JG, but it would be cool for far jumps not just neighboring systems. Try an find where you read it

Post Thu Oct 21, 2004 3:08 pm

It is possible, but ONLY in the singleplayer mission scripts. no way to get it to work in MP.

---------------------------------
Infinity TC Mod Leading Developer

Post Thu Oct 21, 2004 5:08 pm

There is some kind of way I think it could work if you can make so jumpgates are locked if not friendly with the owning faction of them.

Bribe the faction on one side to enter, makes the one on the other side red when you bribe the other one, and put an opposite bribe on the other side. Use small bases besides each jg.

Like this you can make kind of a "pay to pass" gate.

Post Thu Oct 21, 2004 7:41 pm

Well, if it won't work in MP without all the hassle of bribing, then I think I'll just avoid it altogether.... I wanted to use this for either an "immigration tax" for when you enter/exit a House's borders or to lock out House military systems except to those willing to pay a hefty price.

thx for the replies! : )

Post Fri Oct 22, 2004 4:13 am

omega, now that was a damned good idea, shame it won't work though

Post Mon Nov 08, 2004 10:04 pm

I guess I'm just stupid, but why is having to dock and bribe an official such a terrible thing? IRL, it costs money and time to get through Customs... you have to have a passport, which ain't free, and you have to deal with Customs officials who check your vehicles out at the borders, at least here in the U.S.

To me, it's little touches like that that actually add a lot of reality to a game- sure, it's annoying, but if the game designer is smart and savvy, he/she won't design the game so that you're crossing borders every ten minutes.

The real problem with this idea is that if you did it with the FL universe set up in the silly way that it was done originally (which seemed, at least to me, to be designed primarily to waste players' time as much as possible), then it'd get old fast- most of the halfway-decent trade routes take you through multiple "nations" with neutral/semi-hostile areas between them.

In a smart and sexy SP mod, there would be plenty of reasonably-profitable routes within every nation's borders. You'd cross national bounderies only for the following compelling gameplay reasons:

1. Because you wanted to see what was over there. This is assuming that in your smart and sexy mod, there's a lot more to see and do than there was in the original game, which was, to be honest, pretty empty and lifeless, aside from random encounters and the occasionally spectacular scenery.

2. Because you could make the HUGE fortunes required to buy... whatever was important to buy, by risking a very dangerous trip through the neutral areas delivering whatever special technology/delicacy(don't knock food, Europe conquered much of the world in search of spices)/illegal substance that could make you rich "over there". There'd be the extra-special tensions generated by police scans... if you made that Faction's police too angry, then the price of the "customs bribe" would get huge

3. Because you're a wanted felon in the nation you just left

Basically, I think this idea could be great, in a mod that finally "got it" about what was wrong with FL SP, imho: it isn't about more "uber ships" and more "uber guns"... it's about having a universe that doesn't seem to be utterly lifeless and dead.

For example, y'all know that you can use custom soundtracks for a given Zone, right? So how come I have yet to see a mod that has, for example, a Station or Planet with its own special soundtrack? For example... it'd be awesome to see a Space Diner floating above New York, with 50's rock n' roll and a bit of crowd noise mixed in playing as you approached the rows of parked (ok, either moored or placed) ships and landed.

Darnit all, this makes me want to start working on my mod again, hehe... my mod helps me to gradually erase FL's empty and boring universe, even though it's probably still pretty opaque to everybody else thus far

Post Sat Dec 04, 2004 8:43 am

a non-modder idea... you could use the "faction/bribe" idea, but create a unique faction for each 'jump gate'... this would allow unlimited access to gate... ie trade route/pass... when you become friendly with one jump gate, your hostile with others?....

Post Sat Dec 04, 2004 12:40 pm

OK, is it possible to mame a jumpgate unusbale if the owner faction hates you? If yes, I could simply use that method to block jumpgates for pirate players, so they will use the jumpholes, as it should be!

Can anyone give me a code example just on how to make a jumpgate onbly usable by those friendly or at least not hostile with the faction???

Post Sun Dec 05, 2004 4:59 am

In the entries for the gates, there's an entry, "behavior = NOTHING."
I'm not exactly sure what one would change it to, but I suspect that changing "NOTHING" to something like "LOCK," or "LOCKED," would produce the desired affect.
Perhaps deleting the entire line would do it, as most bases don't have that line, and they won't allow you to dock unless you're friendly?

Watch your 6!

Post Wed Dec 08, 2004 3:47 am

Argh:

You have my attention. Please be more specific about just what constitutes a "Smart and Sexy" Sp mod. This could be fascinating.

This is a great idea, but I can tell you that, as others have stated, it is not possible in MP and that's all I've ever been interested in. Scripting may do it in SP MISSION mode but I doubt it.

Glock36
"No Comment"

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