My 2 cents (maybe 12 ) to improvements proposition.
(first off: sorry my english)
NEW/OLD IDEA of SHIPBUILDING and something more
1. We have (or could have) 4 types of mission:
- trade/transport
- find/reconaissance
- kill/catch somebody/gain something by destroing ship
- escort/defend
I think, it is easy to dedicate hulls for each type of mission. Freighter is good for transport, light fighter for reconaissance, heavy fighter (why not just fighter?
for escort and finally very heavy fighter (just HF?) for kill. Of course we can use freighter to kill, but it should be much harder.
2. Description of ship type should have:
- weight of hull
- space to use (for modules)
- max numbers of weapon pods (important for graphic)
- points of armor
- level of technology
- price
Each type has his own shape.
3. Types of modules
Every ship should have the brigde (integral with live support system) not counted in space to use.
Player could choose other modules from groups:
- second bridge
- reactor (giving energy for equipment but not engine and thrusters)
- sun batteries (give extra energy - connected with energy of star light)
- emergency batteries (used usually in battles; first for shield, second for equipment)
- computer (better allows to use more sophisticated equipment; never better than hull level of tech; easier targeting)
- sensors (better could give wide range of view and easier targeting)
- system engines (connected with speed; too weak not allows to land on planet)
- thrusters (connected with manoeuvres)
- tank for H-Fuel
(maybe system gate device for HUGE ships? for only one?)
- cargo and passenger modules (some commodities could be transpored by high tech modules, some passenger need high class modules)
- tractor beam (better have wider range)
- escape pod (automatic, after crash goes to the nearest base/planet with not hostile people; better has wider range)
- shields
- ECM + ECCM (ECM helps to avoid shots and missiles, ECCM helps to avoid enemy ECM)
- countermeasure device
- cloacking device and camouflage
- weapon pods
- mine dropper
Every module has:
- volume (counted in space used)
- weight
- energy consumption (constant/in use)
- price
- special abilities, for example dammage for weapons
Most modules use constant amount of energy. Weapons and special equipment need constant energy (to be ready) and much more for use. Pilot could turn on and off all modules.
After crushing the shield and armor ship stay alive. Every next shot can destroy random module. After destroying the bridge (bridges), pilot is dead and his ship is ready to loot by tractor beam (every not shooted module could be get from space). Exception: if he had escape pod, ship stays ready to loot, but pilot can be saved.
It is possibles (and sometimes highly recommended) to buy more than one engine, cargo module, turret etc.
Volume of weapon pods is counted in overall used space of ship hull.
4. Weight
...of ship is defined as: hull+modules+cargo commodities (passengers weight is not important).
Weight of ship defines the acceleration (not speed!) and manoeuvres. Max speed can be upgreaded by new engines, manoeuvres by new thrusters.
It is possible to land on planet with weak engine. Problem is to start with this engine.
Planets with heavy gravity could be problematic to start from.
5. Prices and avaibility
... are connected with tech level. Level 2 module and ship hull should be 4 times more expensive and harder to find then level 1 module and ship. Level 3 module should be 9 times more expensive and harder to find then level 1 etc.
Of course power of modules and ships have to raise in different way. Level 2 module should be 50% more expensive then level 1.
Idea of prices and avaibility is almost the same in Freelancer. I love reputation factor in buying modules - great work DA. But I hate unrealistic limit of level of player. What is player level in Freelaner space? I think reputation, price and avaibility is enough for game.
6. Weapons
We can install normal platform or turret with projectile weapons, missiles, torpedos, beam weapons (higher level gives more power counted as: fire rate x damage).
Turrets should be twice expensive then normal weapons platform, shooting forward. Each turret should fire in every direction.
Beam weapons needs no ammunition, but consume a lot of energy.
Procectile weapons needs cheap ammo and average amount of energy.
Missiles/torpedos launchers needs expensive ammo, but small amount of energy.
Beam weapons could be programmed for:
- short shots
- normal shots
- hard shots (the biggest stream of energy giving the nicest damage - but cost the energy from reactor)
Procectiles weapons shots small, normal and big burst. Launcher - 1,2 or 3 rockets or torpedos. Ammunition for procectile and missile lauchers can have different damage (for example: shield executing).
In fight pilot can reprogram all weapons (for projectile it takes 0,5 second to change ammo, for launcher - 1 second).
Of course all types of weapons has to be more balanced. In Freelancer missiles are useless.
7. Small improvements
Programming of ship computer (option):
- automatic using tractor beam
- automatic dropping flare (countermeasure)
- automatic start rescue pod when situation is critical
- automatic keeping the next waypoint
- automatic targeting the nearest hostile ship/base/platform (when nothing is marked)
- automatic getting the emergency batteries for shields and/or weapons
- automatic dropping cargo for escape/rising ability of manoeuvres
- automatic not shooting with chosen weapon when target has no shields
A lot of this programs above should be useful for Freelancer, even without NEW/OLD IDEA of SHIPBUILDING.
best regards
For every complicated problem there is a simple solution - and it is wrong.
Edited by - uksiu on 25-03-2003 23:06:05