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Post Mon Jul 14, 2003 5:44 am

i think i know what your saying, last man standing with teams, multiple rounds, set by the defenders, right? if so, i like the idea.

I dont want to end up in an early grave because YOU were too busy daydreaming

Post Mon Jul 14, 2003 8:03 am

You guys are going to have to teach a class on the art of war in Freelancer. Shwoo! I am going to have to study hard if I want to learn this stuff. LOL We should experiment with some battles and see how it goes.
Regulator

Regulator - Steer clear of my path or suffer my wrath, cause I won't hesitate to regulate your a**!!!!!!

Post Mon Jul 14, 2003 2:28 pm

I like that Twex,

Here's another option,

2 Elements-

kills-(Each death of a player is a point)
time

20 kills or 1 hour (whichever comes first)

max 10 players per side...

of course since we dont have a scoreboard we would need some sort of umpire for each match..errr...invasion..

sounds like a need for an official mod (match mod scoreboard)

Post Mon Jul 14, 2003 3:51 pm

Yeah, let's get some mock battles or real battles up so we can try this stuff out. And kill boredom.

Post Mon Jul 14, 2003 4:39 pm

matterthief: Yes it is exactly what I'm saying

DaShadow: In real life, the cost of a war is billed to the country/countries that loose, we could do the same with ammunition expense. I know last friday I went through about $5mil of ammo, and that's just my ship alone. We could do the same for each battle, or system war.

A war would end once each battle has been won/lost. Remember that there are only a limited number of stations and planets within a system that can be battled for. (Note that for sanity's sake a place which has a planet and/or multiple stations within 10k of each other would be a single battlefield, such as manhattan.)

Bone: We'd definitely need an umpire, or official mod, with that scenario, but it works similarly to that way in a lot of games. (essentially a team deathmatch).

OK, so who's on for a war?

Post Mon Jul 14, 2003 6:38 pm

exactley like a ladder challange, both teams agree on time and date, they know the rules, bring your guns and get ready for a whoopin!!! >

Post Mon Jul 14, 2003 6:47 pm

War! War! War!

Another Texas battle or maybe California. Set a date and time.

Post Mon Jul 14, 2003 7:59 pm

Each player envolved can contribute to a reward fund. Which ever team wins gets to split the reward. This gives the effect of looting the defeated enemy.

About the drake. We can make the drake like a seeker in Harry Potter. If a team uses a drake or other slippery fighter and it dies once, then if that team loses. Dock camping, planet crashing, or anything else that causes the seeker to die counts as a defeat of the enemy. So if you got a seeker, then don't let it die no matter what, but the seeker must stay in bounds of the fight.

Regulator

PS lets schedule another war!

Post Mon Jul 14, 2003 8:03 pm

Arrrgh we pirates be wantin to duke it out with those scurvy dogs the GOV and their friends in CA at Planet Mojave...per Twex's rule set. Lets Say Tuesday at 9pm pacific time. Those that be Deputies in the Texas System and that Dragoon character are highly sought...we'll be making them walk the plank mateys!

Arrrrrgh...Arrrrgh.....Arrrrgh *cough* *cough* - where be me dancing monkey girl and rum! Arrrrrgh


Piracy is only determined by who has the better armament.

Post Mon Jul 14, 2003 8:14 pm

Cant make the above time. Anything after 10pm EST is a no go for me.

Post Mon Jul 14, 2003 10:36 pm

Ok, I think what is best is if both sides determines online tonight how many can make that time, and then post a reply here, like 4GOV and 3Pirates, then do any final merc recruiting the hours before the fight. Just so we know we'll have some show for tuesday night.
GOV sets the number of engagements, and offers any other rule particulars.

REG, that seeker idea is interesting, and could work even if one team doesn't use a drake, the one that doesn't have a drake has to decide if it is going to try and take that out, thus leaving itself open to not tracking the fighters, or if its going to take out most of the fighters, then the drake.
BUT if this idea is used, then what happens if the drake is the last ship of that side, does the drake not have to die, and the engagment is won by the opposing force?
I think lets keep it as simple as possible right now, and then offer up new/alternatives once we see how the base set of rules go. Who knows, perhaps the current idea won't work so well, right now I'm concerned if an engagment goes on for more than several minutes the first ships to die may be pretty bored waiting around. Perhaps offering up a two minute rule, once you die you're out for two minutes, the winner only being declared once all enemy are currenlty 'out'. Or you can respawn, but you can't leave the dock area (.1k of ring/bay doors), and are not allowed to fire, so you can at least watch the engagement, and cheer on your fellow warriors, but if you are mistakenly fired upon you are not allowed to move/fireback.

Post Mon Jul 14, 2003 11:47 pm

This run of ideas brings alot of questions to my mind. Questions like:
Why is clan play usually restricted to one or two servers?
Why is there no independant clan ladder? An indepedant organization dedicated to bring the best of the best from all servers together in search of a grand title?
Why are the events on Browclops typically solo events in the sense that every man is for himself?

I would love to see organized war. I would actually like to see varients on old ideas like capture the flag. Here's a hypothetical event:

1: Each team has a flag (or seeker) in the form of a drake or other fighter with good defensive capabilities.
2: The goal is to move the flag from point A to point B as many times as possible within the alloted time period. Let's say team 1 has to bring their flag from New Tokyo to New Berlin, while Team 2 must bring its flag from New Berlin to New Tokyo.
3: No docking is allowed other than at the planet of origin. This allows players to respawn at the starting point once a flag reaches his destination.
4: The flag starts at one end, and the rest of the team starts at the other. A teams fundemental duty is to prevent the opposing flag from leaving their home system - he may try, but they will shoot him.
5: A team will be forced to divide in 2 parts (offensive and defensive teams) in order to prevent the escape of the opposing flag, but at the same time ensure the escape of their flag.

This is just an example. I think alot of gloriously fun events could be held that would really raise the stakes on teamwork. At present, it's all about solo performance, which is somewhat of a sham, considering lag issues at the time of any individual duel drastically effect the outcome of a duel. Most of the 'top duelers' on browclops lose regularily anyway due to circumstantial lag issues; you never really know who is the best, you can only know who was the best on that particular day. A team game tends to balance these issues out to some extent. Also, I would like to see the birth of a more strategical combat, to explore heretofor undefined areas of expertise. I remember from my old Quake Team Fortress days that the skill of the players was important, but the team with good coordination and communication had a definite edge over other teams.I can see that being the case in team-play freelancer events as well.

Post Mon Jul 14, 2003 11:56 pm

The only thing I don't like about Twex's idea is not being aloud to respawn. We did that in one of the FFA's and it was frustrating and boring sitting there. I think we should use an honor policy and allow players to respawn and so they can watch the remainder of the battle. Maybe a consequence could be instituted if one of the players reenters.

The seeker thing. How about if all players but the seeker dies then that side loses. If they all use seekers, and only one other type of ship, then once only seekers are left the battle is over.
Regulator

Post Tue Jul 15, 2003 12:49 am

I like the capture the Flag issue, my only concern is dock camping. I guess a solution for that would be the moderator...me in this case...the "Flags" would be on my team. Each other "Team" would have a contact/leader that I could tell who the name of the Flag that they are defending against. I would tell each "Flag" where to start from inside of each station, and the defenders what system to start in. (EXAMPLE: Player A - Docks at Baltimore Shipyard. Team B is told that the Flag is in New York. Team A is Told Baltimore Shipyard. Player B is told Planet New Berlin, Team A is Told New Berlin (sector), and Team A is told Planet New Berlin)

Both Teams Send players to the System to Hunt the opposing Flag (who are teamed with me only so I can see their progress) and to the Start point of their flag. First team to make it to the other point - AND BACK - would win.

Whatcha think all?

Justinian

Hail Ceasar! Leader of the Free Peoples of the Holy Roman Empire, defender to the lower ranked and faith, lover of monkies (but not those DAMN DIRTY APES!). God Save Ceasar - or the screamer behind him will! Hail Ceasar!!!

Post Tue Jul 15, 2003 2:28 am

Reg, that's what I mentioned in a previous post:


"Perhaps offering up a two minute rule, once you die you're out for two minutes, the winner only being declared once all enemy are currenlty 'out'. Or you can respawn, but you can't leave the dock area (.1k of ring/bay doors), and are not allowed to fire, so you can at least watch the engagement, and cheer on your fellow warriors, but if you are mistakenly fired upon you are not allowed to move/fireback. "



Justinian:
How about if the flags were teamed with their capturing side, and they were only allowed to move by clicking 'formation', if their carrier died, then the flag would stop dead until it was picked up again, or destroyed by the opposing team (thus resetting it back to its starting point).

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