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Dynamic world?

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

Post Tue May 13, 2003 4:30 am

Dynamic world?

Quote from lancers hq

When several traders start working a route, they will impact the game universe in and of themselves. As more goods get shuttled back and forth, the price of those goods will drop on each of the worlds on the trade route (supply and demand ya know). Further, if a lot of merchant ships start filling up an area that’s not being heavily patrolled by police ships, they’ll almost certainly start attracting pirates who will begin raids on the ships. Once this happens, more than a couple of times, worlds on the trade route will start offering bounties to anyone who can kill off the pirates who are doing the damage. In this way, the game can create logical dynamic missions that have been pre-scripted. While this is all well and good, just keep in mind that if you start attacking merchant ships yourself, the game will respond in the same fashion and sooner or later you’ll be facing some well-armed bounty hunters.

The game features an advanced economic system which keeps track of realistic fluctuations in the prices of over 20 different commodities.


yeah rigth...
I killed a few hundreds bounty hunters, and they just sat and drink their beer like nothing happen when I walked in a bar...

Juni : Did I ever tell you that people are change by circumstancecs?
Trent : uhh[!..No?..
Juni : Well I did. Babble..babble..bla..bla..bla..
Trent : (Ok...ok.. do I get to sleep with you or not?)

Post Tue May 13, 2003 7:52 am

I think they meant in space.

"I'm about to drop the hammer and dispense some indiscriminate justice..."

Post Tue May 13, 2003 8:16 am

been doing lots of trading..

prices didn't change, no increase in piracy, and trade lanes don't get finished..

Post Tue May 13, 2003 9:46 am

These are things that took DA 6 years to figure out that they couldn't do and so dropped them.

Hengist.

Post Tue May 13, 2003 10:07 am

What's so hard about making the world that dynamic. Many games had done that before...

if it took six years to develop the storyline, the recording, streamlining...very understandable..

Post Tue May 13, 2003 6:56 pm

Other examples of non-dynamicness: if you go through a jump hole or a jump gate just after another ship, it's not on the other side.

If you dock with a station while the outside is clear and then take off again straight away, often there's suddenly lots of ships around. Especially thinking of Xenos around Detroit Munitions here.

It's not a dynamic world at all. Maybe within the same system but not in the universe. But then, I imagine the data required to properly run a fully dynamic world, where all ships had their own identities, locations in the universe, home station, trade route etc would be huge. But it was fully dynamic in X-BTF in terms of ships as well as cargo and resource prices, so it must be possible to do.

And, after you've killed 3,000 Xenos, where do the new guys come from? There must be a secret breeding colony.

Post Tue May 13, 2003 10:22 pm

There's a cloning facility somwhere in siriu where peeps are cloned out of around 3 male subjects and 1 female, then they are put through a hyper aging process that has them ready for service within a month... creepy.

Shigetah shigatah shwa[!

Post Tue May 13, 2003 10:26 pm

the game has it's problems; live with it, or just don't play it.

--------------------------------------------------------------------------------

Post Wed May 14, 2003 1:29 am

I thought it would be interesting if the game allowed you to buy a ship that another player traded in. For instance, you are on Mactan and buy a Dromedary, trading in a Falcon. I show up and see that they have a Falcon on the showroom floor.

You'd wind up with used Starflyers all over the place, but that seems like natural economics to me.

It's really too bad they didn't implement the dynamic economy -- I'll bet the New Manhattan > Cambridge and Neo Tokyo > New Berlin runs are done to death.

Post Wed May 14, 2003 11:51 pm

Even if systems were fully dynamic I don't think what us players do would count for a shag when you have NPC freighters with 60,000+ cargo storage cruising around and we are pottering with a max of 350

Even a kick up the pants is a step forwards...

Post Thu May 15, 2003 12:29 am

And about those beer drinking Bounty Hunters... well... Work is work and day-off is day-off.
It´s Miller time

Post Thu May 15, 2003 1:09 am

Now that I've been playing on some higher-traffic servers, I've noticed a lot more piracy going on around well-travelled routes. I suppose that is dynamic, but my new question regards the economics of piracy:

It costs at least 30 grand for an old hunk of junk with crappy weapons. Selling a full load of stolen cargo in said POS might net that amount at a good station, at which most pirates wont have access. If I kill a dozen (usually more) of these jokers daily, where do they get the money and manpower to keep raiding?

Oh well. It's just a game, right?

Post Thu May 15, 2003 1:17 am

No big need for price fluctoations. I mean if you by a unit of comsumer goods, it is not going to last til the end of your days. Macihenry wears out or gets replaced by newer models side arms go to poeople that get killed. So haul goods is not a zero sum game. However I do wonder what New Tokyo does with all those diamonds.

Post Thu May 15, 2003 1:47 am

Yeah, DA did seem to drop the whole Pirates aspect of the game - as they promised in several interviews. It would have been nice to see the prices fluctuate, but it was the bases etc improving i was looking forward too most - the idea was the more you traded at a base the bigger it got or atleast the more ships/equip would be available. I know they spent ages developing the game and it is really good and all the stuff they have donw would have taken ages etc etc blah blah but the dynamic aspect was one of the prime reasons i splashed the cash. Suppose it'll def be in the expansion/sequel then

I do play Fl, i do like it, doesnt mean i cant bitch about it

Post Thu May 15, 2003 2:39 am

Mutliplayer has a slightly notched up dynamic system, since all the ships and loot positions are located on the server itself, and we are getting data from that server, hence everyone sees the same ships, and none really appear out of nowhere except at spawn points. Loot even stays in the same position.

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