Important Message

You are browsing the archived Lancers Reactor forums. You cannot register or login.
The content may be outdated and links may not be functional.


To get the latest in Freelancer news, mods, modding and downloads, go to
The-Starport

Things that this games needs...

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

Post Wed Apr 16, 2003 10:22 pm

Things that this games needs...

I'm happy with Freelancer the way it is now, but there are some minor annoyances i found in em and things that would make this game more fun.. what do you all think?

1. Selecting the best path would include going through Jump Holes (it gets annoying when i select a best path to a neighboring system, but the neuralnet suggests going around since my NeuralNet doesn't realize there's a jump hole there)
2. The ability to completely design your own ship
3. Escort and Intercept(Opposite of Escort) Missons
4. A hardpoint for a special add-on component like "anti-cruise Disruptor shields" or "hull-regen" or maybe stuff like "Radiation Shields"
5. The same Multiplayer Character for every server
6. Wingmen

that's all i can think of right now... anything i missed?

Post Wed Apr 16, 2003 10:37 pm

Some of that sounds pretty cool actually, but I don't want the same character on every server.

I like having all diffrent characters to do diffrent things with.

A ship design thing would be cool if the file sizes were small enough to be DL'ed without notice, and there was a check/balance type limit on what you could do.

Post Wed Apr 16, 2003 11:34 pm

Make the game HARDER!

I got this last Friday (Release in the UK) 24 Hours Game time, SP Camp has been done for the last 4-6 hours. 29 hours I've had an Eagle and Level 10 stuff for the last 2 or so.

-~-~-~-~
There is no Silicon Heaven[! But where do all the calculators go ?

You could no more evade my wrath... than you could your own shadow[!

Post Thu Apr 17, 2003 12:19 am

You can make the game harder yourself.

But it's true. I didn't have huge difficulties in completing the SP missions myself. It would be a bit nicer if the level of dificulty was higher to begin with.

Post Thu Apr 17, 2003 9:04 am

No need to make it harder. Play it in a Rhino..

What I really like is to be able to have a battleship or two escorting me, and maybe fly an armored transport instead....

..and I just wonder, where do I buy one of those?...

Post Thu Apr 17, 2003 10:22 am

oh few more things i thought would be cool

7. The ability to fly/take missions around in a Planet (like you can take a job patrolling the airspace of an archeological expedition on one of the planets, OR destroy an archelogical dig site on one of the planets)
8. Some kind of collection of all the Rumors you've heard
9. The ability to call for backup/help (i.e. You're under attack by a group of Bounty Hunters, so you send out a distress call and Corsairs or some other friendly facton hostile with the faction attacking you would come help)
10. Spy Missions - A Faction asks you to spy on a faction it knows your friendly/neutral with. You'd spy by following trade routes or cargo, or handing over information about the location of hidden bases.

and as for the same character for all servers idea, i was thinking Diablo-ish where you'd be allowed to create more than one character be it a trader or a fighter, and you'd be able to use them for every server you go to.

Post Thu Apr 17, 2003 12:40 pm

Mind if I add some?

11: Ability to fly big Battleships and Cruisers, etc.

12: A Pirate campaign for all our Rogues out there

13: Go all the way to Level 99 and with each level you get better stats

14: Boarding ships

15: More weapons to buy

16: A better economy

17: A campaign that's longer but you don't have to do it: you can simply go to far off places because in the original game you have to do like 6 missions to get the "ability" to go to some decent places, and by then your rep. has been muddled with by the campaign.

18: Battlenet type multiplayer (you know from Diablo II)

19: Being able to choose your own stats and character (buisness, leadership, combat, piloting, engineering, etc.) Eg. High leadership means better wingmen, high combat means more damage, etc.

20: Not really an improvement idea, but WHY THE HEL* DO YOU NEED A DOCKING RING???!! Even nowadays spaceships can land, and hey, what if you need to land on the other side of the planet?! That's a lot of travelling in the atmosphere of a planet. Why bother with a docking ring??!

Always been a mystery that's puzzled me



My opinions



-Stardust

I lurve freelancer[!

Post Thu Apr 17, 2003 1:52 pm

1) More characteristics (stealth, maneuver, speed, fuel use, etc...) for ships and more ability to customize ships. Less of a stress on 'level' and more of a stress on ship function based on mission types.

2) More generic mission types as well as a variety of faction specific mission types. If I'm working for IMG I should have escort missions or even mining, salvage or transport runs in dangerous areas. If I'm working for the police there could be escort missions, recon missions, planting spy satellites, patrol missions, rescue missions, etc. Each faction should also offer specific rewards in addition to cash for extended service. Perhaps rank might be awarded or ships might be able to be customized in faction colors.

3) Randomized maps, trade routes and markets for MP. MP should also offer a 'clean slate' option in which there are no bases and no planets are claimed. Over time player factions can colonize planets and use resources to build bases. Specialized bases could be used, in turn, to produce additional goods, parts, and ships including friendly AI wingmen, patrols and traderoutes. Combined with a randomized map and basic diplomacy options (war, cold war, truce, trade agreement, mutual defense pact) this would make for a very fun game.

4) Random special events and encounters in SP along with a truly dynamic economy. NPC ships on missions that effect the balance of power. Player missions and deeds that can effect the balance of power. It should make life extremely difficult for a 'successful' player though and factions should actively hunt hated characters where they can and hire bounty hunters to chase them when they can't.

5) Fully rendered cockpits with functional displays. Padlock views and targeting.

Those are the main things off the top of my head.

Post Thu Apr 17, 2003 8:21 pm

how about the ability to plot a course of waypoints, then save it into a custom directory, so later, you can reload it at the click of a button.

better MP chat system

autopilot, automaticly dock with the next waypoint, and an audible alert if trade lnae is disrupted.

Post Thu Apr 17, 2003 9:50 pm

That's the best idea yet, I'm sic of having to continually put down waypoints to places I've been countless times...a nice easy list frequently travelled waypoints would save time.

I would also have liked the ability to buy additional cargo space (pods or some such attachments to the ship), maybe at the cost of a weapon or take a hit in manoeuvrability/acceleration department. After all, take a look at something like the Sabre, all that space between the wings on either side of the engines is just going to waste, you could easily double or triple your cargo capacity.

It would also be nice to have an AI that realises going head on with a Class 10 decked out Sabre is not the smartest thing to do and will always lead to a short but quite spectacular death!

BTW, hi!!!

Post Fri Apr 18, 2003 2:11 pm

Some further ideas:

More types of missions seems to be an obvious one. The current missions are all fighting missions, which makes the game a bit irritating for the trade-type player. Having missions like ... well, Railroad Tycoon :-) ... would help a bit: fast shipments of pharmaceuticals and oxygen to a base hit by terrorist attacks, steel or alloys to rebuild Freeport 7, ...., and perhaps some Bretonian beer to complement the awful Liberty ale on Manhattan when a diplomatic mission from Bretonia is coming ... The fight missions could (it seems) easily be complemented by wingman mission/freight protector missions, exactly on the pattern of Mission 1 of the story.

I think some kind of improved navigation computer would be useful: one that
does take newly discovered routes and jump holes into account. A trade computer that made it easier to see who sells and buys what would also prove ueseful: at present it's paper and pen that rules. (Or at least an cut and paste interface to Excel...)

I can image a number of mission types around building new trade lanes -- moving material to waypoints, guarding it until the construction fleet has arrived, etc. And perhaps blasting asteroids to leave place for a trade lane (though collision physics seems not to be important in these...).

Scouting missions have also been mentioned. These would probably require some thoughts about how the scanner device really works. It seems a little too easy
to pick up readings when you're going by trade lane, for instance...

A thing I'd be happy to see gone are some very-NPC things: I once tacked onto a freight convoy just to see where it was going and how (one way of discovering jump holes), and found that it moved gold from Manhattan to Norfolk Shipyard. (No gold at either place that I knew of, and as far as I could make out it just shuttled to and fro with the same cargo... didn't make sense...). And every time I exit from Trenton Outpost, three Bounty Hunter Pirhanas go past ... every time...

Post Fri Apr 18, 2003 3:49 pm

It would be nice if you could buy/ set up your own base, start a pirate gang/ trading company of your own (with trade routes for hired employes)

Post Fri Apr 18, 2003 4:45 pm

I've seen a lot of these "Reequests for Changes"

One that I always get a kick out of: "We should be able to start out own bases/factions"

Ok...Then this game would no longer be able to be called FREELANCER...

Does anyone really know the definition of freelance?

free·lance
n. also free lance (frlns)
A person who sells services to employers without a long-term commitment to any of them.
An uncommitted independent, as in politics or social life.
A medieval mercenary.

v. free·lanced, free·lanc·ing, free·lanc·es
v. intr.
To work as a freelance: a journalist who freelances.

v. tr.
To produce and sell as a freelance: freelanced the article to a magazine publisher.

adj.
Of, relating to, or working as a freelance

Post Fri Apr 18, 2003 9:17 pm

Topless waitresses in the bars




"It is forbidden to kill; therefore all murderers are punished, unless they kill in large numbers and to the sound of trumpets"
-Voltaire-

Post Sat Apr 19, 2003 5:07 am

NPC that don't all have American accents - for example Brits that sound like Brits, Germans that sound like Germans. And for that matter, interaction with NPC that is more inline with the respective cultures of the two parties.

Winners never Quit, Quitters never Win

Return to Freelancer Discussion