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Upgrade/patch/exp pack sumission from community.

This is a free discussion forum on Freelancer. This is the place to discuss Freelancer issues NOT covered by the other boards!

Post Sun Mar 30, 2003 3:10 am

Here's some more ideas that I'd like to pitch in:

auto-tracking turrets
MORE ships
MORE weapons
HIGHER levels (past 38) Hell, imagine running into a Level 38 or above, maybe even a Level 50 pilot! Imagine the challenge that would be.
OTHER Freelancers... Possibly a Freelancers Guild, like there's a Bounty Hunters Guild... You can be friendly with, or unfriendly with; They have no allies, nor enemies... Kinda like the Zoners.
a program for building custom campaigns and mods
Branching campaigns that are offered by factions and groups
afterburners that let you go faster than 200kps
MORE variety of NPC nationalities w/ their own unique accents and personalities
ability to explore other places on planets, such as other bars, other shops, and other commodity traders... Maybe even other cities on planets!
A better system for putting weapons on your ship's hardpoints.
Just for fun... Be able to buy drinks... Too many, and your ability to fly becomes impaired.



Edited by - The Mole on 30-03-2003 04:11:20

Edited by - The Mole on 30-03-2003 04:13:13

Post Sun Mar 30, 2003 12:19 pm

With the weapons, they need a lot more hardpoint variety. Emp cannons, tractor beams, make people buy Hfuel for afterbuners, and diferent trusters with larger fuel capacity, but Bigger doesnt mean necessarily FASTER afterburner. SO for long missions you might want to take a slower afterbuner but much longer lasting, if however you want max power for short period, take a lower capacity one, but with much higher speed?! Maybe improved sensors, a radar map, radar jammers...you know...stuff that made mechwarrior 4 one hell of a game.

Would be fun i think to have to refuel afterburners. To buy like 300 hfuel to fill it up to capacity, instead of unlimited power for unlimited time, which is lame.

I would like it so that people can make their ships their 'baby'. So that almost every ship is different, not everyone with the same ship, same guns, same missle and same shield. You wana make your ship a bockade runner?? Maybe a super fast, light armor fighter, with only 3 big guns? How about a cargo ship with sick shields and extra armor (which you could buy) and a big fat afterburner.
Maybe you want to be a smuggler and put jammers/superfast afterbuners/few guns/ok shields etc.

I mean, in mechwarrior you had some crazy mechs, with all kinds of armor/gadgets/guns/missles etc. Its not that hard to do it, they already have the code base.

BTW, still workin on that file which i will have finished by next week.

Post Sun Mar 30, 2003 7:24 pm

Oh yea, how about some ammunition-based weapons?

Not like missiles, torpedoes, and mines, but like machine guns... Very high hull damage, low shield damage, and limited ammo.

Remember the Firestorm cannon in Wing Commander IV? I loved that thing!

Also, how about some random scramble missions?

Like you could be at a base, in the bar, buying a new ship, or buying some equipment or cargo, and suddenly a scramble is ordered...

And assisting in defending the base will increase your rep. with whoever is in charge of the base. And if someone you're friendly with is the ones attacking, you can either assist them in attacking, or assist the base's defense... Meaning your rep. would drop down one way or the other.

Edited by - The Mole on 30-03-2003 20:36:03

Post Sun Mar 30, 2003 8:43 pm

On this one Star Wars Mud, incidently its called SWMud, if your high enough levle in the smuggler guild you can jury rig your ship so that, lets say if you jury rig your weapons, you would get a much higher output out of them at like 300% efficiency, but it would have a good chance of frying your weapons so badly it would be quite expensive to fix. Also mabye, I'm not quite sure about this one it could be a huge mistake but, massively expensive ships which can set up temporary jump-gates for people to go from one system to another. These temporary gates could be opened at lets say the north end of New York and it would open a one or mabye two way temporary jump gate from the north of New York to the south of (whatever system is north of new york), however this might cause balance issues.

Post Sun Mar 30, 2003 9:00 pm

Well my suggestion would be greater cpacity freighter, for example have a freighter that looks like the large transport (cos that looks sweet) but let it have a cargo capacity of say 10 000 but really weak armour, no sheilds and level 6 weapons max so you would need escorts. Otherwise things like trading are pontless because you can only make say 300k profit max on the drohemedy. of course you would keep the current freighters as well for people who dont want to go the full hog, but have this freighter and others (eg armourd transport) for the more devoted cargo carrying captain. I would also like to see the ability to hire other freelancers/bounty hunters/police escorts to help you, whether these are ai or human doesnt matter, but it would be good to defend your freighter (if aformentioned freighters got in) or help you take down an enemy base, of course there would have to be say a 3 ship limit otherwise it would be unfair , any way thats my 2 cents

Post Sun Mar 30, 2003 10:39 pm

Steam,
there is nothing to do with the current money. What are you going to do with huge amount of cash? This has been one of the points for some time now. Huge transports with 10,000 cargo capacity would be useless as things are now.

Post Sun Mar 30, 2003 10:42 pm

I suppose you could be able yo buy bases and setup your own company (like ALG)? i dunno was just a wild dream

Post Mon Mar 31, 2003 3:30 am

Make light fighters _VERY_ manueverable and fast (like Tie Fighters) but most of them quite weak, (also like Tie Fighters, some Twin Ion Engine craft are quite powerful and strong, Tie Bomber, Tie Advanced, Tie Interceptor). Give us a reason to use those guys.

Post Mon Mar 31, 2003 3:48 am

Hello everyone
Maybe these points have been mentioned before. I am too lazy to read the whole thread.
1) Fix (yes, this is a fix for me) the turrets hardpoints on the Titan and Eagle which are useless the way they are placed. Who ever use them? The only way they can fire is backward/downward and it rarely happens during a dog fight. The Saber has not this problem due to a planer upper construction; which means it can actually fire 7 weapons at the same time in front of it instead of 6 for the other two 'big ones'
2)More dynamic changes in the world! Space hulk should spawn here and there and give minor bounties to whoever finds them (not only supra-über-level10 equipment of course!).
3) Talking dynamics, the trade system is bad and quite boring due to static prices. This is really not good. When you litterally flood Cambridge on and on with Luxury goods from Manhattan, prices should drop accordingly to compell traders to diverify their trade routes.

Thanks for reading, sorry for eventual english mistakes and if those points have been discussed before.

Post Mon Mar 31, 2003 1:08 pm

Xaanix, your point about not owning capital ships is well taken. My problem is that I've run out of things to do, so what I want is some greater goal for my character. Perhaps setting up a base could be a way of retiring that character, and you could start new characters with some advantage for knowing your previous guy.

Someone also mentioned either setting up their own company or colonizing a planet.

To add to that I'd like to see jumpholes that are not patroled and systems that are undiscovered. Maybe you could start up a faction of your own in some unknown system.

Also, let's vote for a new ship designer. I've read many posts about good/bad ship designs, but frankly, the game Freespace had better designs and it is waaay OLD.

/RM

Post Mon Mar 31, 2003 2:36 pm

I dont know how hard this would be to do, I am assuming with this game very but, It would be nice to have a simple point and click system creator accominied by sets of commonly used code (naming the things, whats on it, special events, etc.) I've made like 5 posts but I keep thinking of new ideas.

Post Mon Mar 31, 2003 3:36 pm

I would also like to see Fiercer Much Much larger capital ships, for example in Freespace 2 the Light Fenris class cruiser i mamoth compared to the battleships in freelancer, and the Orion, Hecate destroyers and corvettes etc blow them away, i would also like to maybe see some form of beam weapons like on freespace 2 as they were devestating and gave the game more atmosphere

Post Mon Mar 31, 2003 4:31 pm

Everyone here does know that if we do get an expansion pack to Freelancer, with a new storyline, something very bad is probably going to happen to our current ship. (Like it getting blown up on the landing pad or some other such thing)

"His last thought is wry. Not bad for a dead man." Moon Knight Vol.1 #1 (1980)

Post Tue Apr 01, 2003 7:35 am

WHat they need in FL to improve goal setting for characters and something to do with all that money, is Explore Systems.

These systems would be available in MP only, and would be tough as hell, going there alone would mean certain death. So you would have to get a fighter group + a cargo ship full of supplies (which you can dock with), and go exploring. This would make things very very interesting. Would be cool when you cannot return the way you came, and have to keep going and find a way to come back to Sirius.
Here you would be able to get super armor/weapons/shields but would be dropped from enemies, and if you die after this to a PK or NPC, you lose this special gear. In these systems you would have to fight alien capital ships with special weapons. To even go there you would require special mods to your ships which would cost in the 10's of millions. That would give people something to do with money and their super ships. If you had something like this, that would literally take a team of 10 people, all in sabres with the best eq, days or weeks to explore fully, until they found a way home. Also if you died in these explore systems, you could not rejoin your party and have to wait for them to get back or die. Need to make certain places SO hard, in MP only, that it would make grouping lots of people mandatory if you want to live, even then a mistake could kill you and your group. I think that would rule.

Imagine going with 10 other poeple into an area where some enemy weapons go through shields and destroy armor/components. Systems where some enemies are invulnerable to energy weapons, so you would have to use missiles on them, enemy fighters with twice the regen rate of your shields and twice the shield + hp of your ships. Where you would have to go with large transport (piloted by a player) who would be your resupply ship. Before going there you would have to get 10, or 15 backup weapons for each weapon you have on your ship, hundreds of batteries and nanos, backup engines, special equipment, ammo, hfuel etc. This transport will always stay like 1-2 k behind the fighters, since it would die quickly to enemy fire. So you set up this huge expedition into a place where you know you either make it through or die.

It would make exploring one hell of a ride.

Post Tue Apr 01, 2003 2:38 pm

While I'd certainly like to see more varied missions, I think the missions they already have could use a bit more work to make them seem less formulaic. For instance, why is it that every man you have to capture has an escape pod in his ship, but nobody else does? I think it would be nice in Assassination missions if your target managed to eject every once in a while, and you then had to shoot his escape pod. Granted, it wouldn't be that different from a "destroy contraband" mission, but the point is it would inject a bit of unpredictability into the mix. Similarly, why does nobody else have a tractor beam? What if one of your target's cronies tractored in the escape pod (or loot, or contraband, depending on the mission) and made a run for it?

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