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SpaceForce 2

This is where you can discuss your homework, family, just about anything, make strange sounds and otherwise discuss things which are really not related to the Lancer-series. Yes that means you can discuss other games.

Post Mon Oct 16, 2006 3:12 pm

he means he plays SP 95% on freelancer (and/or other games he owns)

Post Wed Oct 25, 2006 8:54 am

7) 3D cockpits
8) At least 20 different kind of projectiles and so different impacts
9) Different types of shields made by different civilizations
10) Devices we must assemble from different parts before using them - time device (for bullet-time effect), cloaking device (invisibility for short period of time depending on fuel cells also used for afterburner)
11) in-game tutorial
12) Dangerous mines that buildings can throw out on us if we attack or hack that building
13) More anomalies and "weather" troubles (meteor shower - very interesting in the middle of the battle)
14) Different races - different tactics (when player destroys a collective ship she leaves behind an acid cloud which can damage player's ship)
15) More radar modes so we can see other objects on the radar separated
16) Some anomalies damages our radar
17) Medals - this is some sort of side quests
18) flight model depends on difficulty level
19) added more physics effects like pushing fog by player ship if the ship flying through the fog and special gravity bomb that sucks nearby
20) distribution of shield energy so player can move the shield energy in front or back of the ship
21) Ability to change fire mode (high burst, single, burst)
22) locking ability to lock weaker enemy
23) rare asteroids containing more valuable materials
24) direct access to engine speed modes (33%, 66%, 99%)
25) waypoints (bookmarks) for player to place on maps for later visit
26) volumetric fog for much interesting battles inside it
27) special weapons buyable only at specific bases and under specific terms - sniper booster, mega nuke, mines, mega EMP, gravity bomb
28) Collective race can heal themselves
29) headhunters/Bounty Hunters
30) target ship may get scared and run leaving cargo
31) more static objects so maps can be more different
32) chain reaction caused by explosions
33) additional code optimization
34) sound get distorted while time goes slow (Matrix effect)
35) Makkinist wingman learn faster and advances faster
36) large foggy areas looks much different than hosting sector when pilot dive in (different surrounding, colors, objects...)
37) smoke mines
38) specialised diplomacy and mining buildings offer lower prices for diplomacy and crafting materials, consecutively
39) player is allowed to assign a name to the ship
40) force wave started by explosion is being transferred through surrounding objects causing damage to it
41) it is possible for weaker NPC to be scared and run away leaving cargo

Edited by - FlyByU on 12/6/2006 7:34:30 PM

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