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Post Mon Mar 17, 2003 7:34 pm

Forgot one thing
Fixed Cockpits. Like on the frist wing commander. Any TRUE space guys like me love the cockpit in a ship its what you look though all or most of the game so that would make a massive difference.

Post Mon Mar 17, 2003 9:46 pm

I play in Cockpit view.. Each ship has it's on cockpit view..

Just press the "Change View" button for a fixed cockpit view.


And on the topic.. I want a fully functional Faction system.. I want to be a Junker, and I want everyone to see me as Junker.. But i've been killing Junker enemies for a week and still i'm not allied with any faction.. Junkers are the friendliest on my rep list but no allegiance. =(

Post Mon Mar 17, 2003 11:48 pm

nStuff (nSTUFF! ), when he means fixed cockpit view he means real cockpits with MFD (multifunctional displays) where each view is unique; the power/shield/armor bars could be in the middle, guages on the top right or dials on the bottom left.

Want to tell Microsoft to improve Freelancer?
http://register.microsoft.com/mswish/su ... us&gssnb=1

Post Tue Mar 18, 2003 2:26 am

I like the Idea of customizing ships. (Earth and Beyond type system)
My ship must be unique.

Any sort of autofiring or autoaim system would be a major mistake IMO.
Your accuracy should reflect your skills, not the expensive targeting computer you buy.

Deleting characters in MP who get killed to much would scare off any newbie and would give rise to a whole new breed of creul PKers preying on weaker players.

Battleships and Space stations should be difficult but possible to destroy.
An early preview stated that you could limit enemy activity by destroying enemy bases because they needed an actually station to spawn from.
That was a great idea and IMHO should have been implemented.

Post Tue Mar 18, 2003 7:21 am

My suggestions:

1. Make the SP Story Optional
IOW, make the SP game function like the MP game without the hassle of having to run a server to do so. Just have the SP ability to go anywhere, do anything, and buy all the gear you can afford. Start the player with some level of neutral rep with all factions and let him go do his own thing. This would let players actually be freelancers, which they definitely can't now.

2. Make Random Encounters Rewarding
Every time you turn around, some random encounter group of baddies is attacking you. But unfortunately, not only do you get no experience points for killing them, but you often spend more on ammo and shield batteries than you gain on the pathetically small amount of loot you get from them. Thus, they're a net money loss, and because you only advance by gaining money, such fights do nothing but slow your progress. As such, there's a strong incentive NOT to fight unless you're being paid for it. To fix this, pay the players for killing these guys somehow. Either have them drop much better loot, or have rival factions pay decent bounties upon proof of killing some random group of baddies.

3. Entry-level Profit in Trading
Trading at present is only really possible fairly late in the SP game. What we need are some courier missions where NPCs pay us for hauling somebody else's stuff, preferably in small quantities so new players can do the job in their small ships. In addition, players should always have the option of being a trucking company, hauling full cargoes belonging to NPCs instead of having to buy the goods themselves.

4. More Profit in Mining
Each system, but especially those in Liberty space, needs a safe place to make decent money mining. You wouldn't find the best stuff there, but you'd find a lot of fairly good stuff, without the constant interruptions of the local outlaws. You already have a near certainty of getting ambushed en route to or from the mining area, and as noted above random encounters are a waste of time and money at present.

5. Other Types of Missions
All we have now are slight variations on "go to point X and kill Y" missions. Besides the courrier and transport missions mentioned above, how about some of the others people have been asking for? Escort, exploration, recon, patrol, defend the base, whatever.

6. Clearing Areas
It's sort of ridiculous that you can kill 200 Rogues in New York alone and not notice any thinning of their numbers there. It would be nice if all this killing made areas safer for trade, mining, or just travel. And it would be especially nice if the rival factions rewarded the player for killing some large number of baddies in random encounters as well.

-Bullethead

In wine there is wisdom, in beer there is strength, in water there is bacteria

Post Tue Mar 18, 2003 9:27 am

If.. then if that's what a "fixed cockpit view" is.. Who needs that? That's old school.. Who needs all thoughs guages when you have a state of the art helmet with all your HUD needs built right into it. Oh..

Post Wed Mar 19, 2003 6:08 pm

1. Proper controller support for one thing. Playing enough FL would only give you CTS (Carpal Tunnel Syndrome) with mouse control only.

2. They have built up a potentially massive universe that will only be good if they build on it. This whole ship = avatar thing ain't gonna fly. If this game is supposed to be a space RPG, then make it so we can work towards a goal... like buying a station to be able to own more than one ship. Maybe even rent space on a planet for storing extra ships. If you die, you pull one of your extras out of storage. Make the stations very exspensive to buy, and of course place it where you choose. Have upgrades available for the stations like extra armor, weapons and so on. Maybe even buying mining equipment so that the station can sell mined ores and make money for you to keep up on operating costs. Even make it so a base owner can put out contracts for required missions.
You really want to make an impact on playability, make it so that a player can even set up a base on an uninhabited planet and terriform it. Maybe even buy trade lanes to the planet. Imagine going from trader to owner of a trading company. Granted, this requires tons of money, but that still gives players an impressive goal to work towards and increases long term play. You can also increase operating costs by having pirates, rival fanctions and even governments attacking your installation.

3. Add-ons, add-ons, add-ons. Adding new campaigns, ships, tech and even places only helps to increase popularity of the universe. Also make it possible to buy maps of known areas that can be added to your map. Such add-ons also increase your revenue and then you don't have to worry about bringing out a Freelancer 2 as quickly. ;o)

4. Ability to hire NPC's, especially if you are a trader.

5. Remove the predictability. Everyone knows which trade routes are best. Make the commodities act they way they do in real life... they fluctuate according to supply and demand. They also fluctuate according to social and political issues. Have news tickers that can help the traders in figuring out what could be lucrative, provided the market doesn't become saturated before they get there. Make people work for thier money. Predictability only decreases playability when it becomes the same old thing.
Even having the ship dealers and weapons dealers carry random things would be helpful. Wouldn't it be cool if you made a stop over in Manhattan and got lucky enough to find a Reinland Flamecurse available? Or maybe a Hammerhead heavy fighter? If you had the cash of course. ;o)

Post Wed Mar 19, 2003 7:03 pm

1. More missions and more dynamic missions. Missions jumping to different systems. Missions attacking bases or perhaps large scale ships like battleships and whatnot if thats possible. Escort and Protect missions definately need to be brought in.

One mission or option I would ReALLY like, would be a constant Bounty List. You could go to a bar, log into the job board machine and get an update on the bounties of all criminals local and in other systems, last known locations and perhaps their regular stomping grounds and who they are wanted by with a price for their death and or capture.

Another mission type I would like is the find and retake. A DSE transport with 100 people was taken over by Molly's or OUtcasts. They've moved it out of the area. A DSE rep in the bar is looking for a freelancer looking to make some cash or perhaps a favor. He gives you the last none coordinates of the transport and from there you can possibly pick up more clues, like flash radio traffic or investigating at local bars.

2. More ships carrying contraband goods. Making scanning a ship more useful than just finding water or oxygen...why not drugs or other illegal goods(which there should be more of). Find someone carrying them, and if you work for the local law you could give them option to drop it, or you'll take it. Dynamic Missions that make you feel more apart of the world. Scanning is such a cool thing to have, but for the most part, it's pretty useless overall unless you're a pirate. Perhaps add in frieght conveys run by the rogues or Molly's or some other less than pristine criminal organization so good guys can help destroy or pirate those.

3. More reactive commodities. Buying and selling should have an effect after a while on the bases and areas you are delivering to. Kind of like picking up a cloth from the center. The center, or base you buy from would have the highest increase, while all the rest around it, as they get farther away, have a lessened increase because of the demand. Otherwise you can run the same routes with ease. ALso, I would possibly tone down some of the pricing. Sure, trade runs in a heavy or light fighter don't net a lot of cash, but one freighter run can equal up to 100k or 250k a run.

4. More random locations out in the middle of knowwhere. A lost and broken battleship that needs help defending itself then perhaps someone to go to the nearest port and put in a radio call to have someone come out and tow them in or repair them. A base that is in desperate need of supplies or runs special missions like resource gathering/mining for a particular element. Disabled ships that need to have the pilot tractor beamed over and then brought to a certain base. Just stuff to find and see even if you think no one will ever see it.

I don't think being able to demand weapons should be an option from a ship, but definatly good. I would feel to good about buying a ship where I could just choose to eject the weapons. It's the same reason why they don't allow you to attach a weapon to a hardpoint while you are NOT in the dock.

As for Rewarding Encounters, I don't know about you, but I tend to find a good amount of equipment on these random encounters that I can turn in for cash, much more so than I need to spend back out on Shield Batt's and Nanobots. Heck, I usually fly around with 3-5 nano/sbatt's less than what would make me full because I often pick those up aswell while exploring.

Post Wed Mar 19, 2003 11:52 pm

How about expanding and cleaning up the controls a bit?

I've found the strafe keys near useless for the most part but definately miss left/right turns on the keyboard.

Why two keys to use turrets? Change the H key so that it automatically enables/disables both mouse and turret view together.

Another thing that bugs me, why does the autopilot STOP at each waypoint? Have it continue through to the next waypoint whenever it finishes a leg. At least make it configurable.

Lastly, the auto-routing. It should take into account the jump holes you've discovered. By the time you finish the SP game you know a fair number and the routes are a LOT shorter than anything the auto-router comes up with.

Post Thu Mar 20, 2003 12:27 am

My gripes are with the auto pilot.

1) If you choose "best route" it should take account of the WormHoles you know about

2) If you have a series of waypoints it should automatically goto/dock each in turn

Post Thu Mar 20, 2003 3:51 pm

I have two major complains.

1) Freelancer should be as free as Privateer. In Privateer, I could just ignore the story line for as long as I wanted... If I want to start a new game and travel away right from the start, why shouldn´t I do it? If I want to take a story mission and then wander away again, what´s wrong with it?

2) Why there´s no other random mission types? It´s impossible that there´s nobody out there wanting a freelancer to ship a package to somewhere else, or even to work as a taxi.

Actually, Freelancer should be more like Elite 3 - First Encounters (without the bugs and the real physics): dynamic systems with planets orbiting stars, full 3D universe and map, and lots more (www.jades.org/ffe.htm ; www.alioth.net). When you buy a new ship, it comes "naked". You have to buy even atmospheric shields if you plan to land on or take off a planet... it´s amazing.

Post Thu Mar 20, 2003 4:06 pm

It would be nice to be able to do a "manual dock" with trade lanes. Right now it's basically a cut scene that you can abort at any time and resume playing. How frustrating is it when you have hordes of hostiles firing at your ship while you, at an extremely slow speed, approach and align with the trade lane?

Let me pilot my ship and fly into the trade lane! Right now there is absolutely 0 skill involved in piloting the ship when you're not in combat. With more manual control, skills could be developed and would be rewarded with faster travel times.

Post Thu Mar 20, 2003 9:44 pm

Eh? Thats what I do, manually fly to the tradelane then hit dock - when I'm right on the verge of passing it. Never more than 1 second delay between hitting dock and zooming off.

Post Fri Mar 21, 2003 6:18 am

I would simply like to see the first-person view modified slightly so that when your guns fire, the muzzle-flash isn't so blindingly bright. I like the first-person view, and the sound-effects of your afterburners is very cool. However, it's just not practical to fight with because you can't see what you're shooting at with the exceedingly bright muzzle flash.

All the world's a stage, and all the men and women merely players...

Post Fri Mar 21, 2003 5:46 pm

i'd also like to see customizable ships - especially customizing the looks of a vessel. choose from a variety of chasis designs for a particular model. choose colors and decals.

i would also like to see support for voice chat. i use the Roger Wilco software for ingame voice chat (because it's voice-activated), but i can only use it with people i play regularly with, since we need to connect to the same channel etc. with MS selling products such as the game voice,i'd expect them to push it a little. i mean, what's better than giving your squad mates orders without having to stop playing in order to type?

All my cruel acts are justified by the fact that i am a cruel person

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