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things i''d like to be able to do..

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

Post Mon Dec 08, 2003 12:26 am

things i''d like to be able to do..

probably been done millions of times before but..

here are a few things i'd like to be able to do in FreeLancer.

1. buy jump engines..
an engine capable of creating a jump hole, only mountable on freighters, and taking 2 minutes to power up, and only able to target the jump gates ( or jump holes once you know of them.. ) of the destination system.. it takes the boring part out of traveling from system to system..

2. build jump gates..
if not jump engines.. then you should be able to buy and erect your own jump gate to a given system.. ( the further the system the more it costs to build ), letting you charge others for it's use and having to defend it / hire people to defend it from attacks..

3. hire freighters to ferry cargo for you..
you having to buy the cargo, and the freighters taking a price and maybe a cut of the profits when the goods are sold.. ( as in you are it's escort.. )
( i don't know if this is possible in MP, but i mean for the SP game.. )

can't think of any others at the moment..

Post Mon Dec 08, 2003 12:40 am

I remember the Jump Engines from StarLancer and I always wondered why that technology didn't carry over into FreeLancer. I understand the warp gate technology not being there but the jump technology was developed at the time of the Sleeper Ship launch.

Post Mon Dec 08, 2003 1:29 am

Things i would like to be able to do:

load up the game,
then climb through the screen INTO the freelancer world............

let me be my own freelancer in REAL space craft, with all that stuff being real. Now - who can make that mod for me?? Oh - its not a mod, oh well - thats what i want

Post Mon Dec 08, 2003 2:00 am

Race other PC or real players from the hood and actually have real wars where the dogfights dwindle the oppositions numbers and have stations, plannets, and systems fall into the hands of different factions. And actually be able to join a faction under these war scenarios. Freelancing gets kind of old after a while, until you start to hate everbody, that is. --- RR16

Whoever came up with "Mission Commision" should be lined up and shot

Post Mon Dec 08, 2003 2:59 am

The warp tech was in place before the launch, no?

And the jumpdrives were only in the Sol system, not in diffrent systems. The warpsystems were the same, only in the Sol system.

As for building things, it would require a change of the engine I think.

Life: No one gets out alive.

Post Mon Dec 08, 2003 6:57 am

I would like to be able to reach through the screen and smack the ingame characters around like I do with real people.

"Evil will always triumph because good is dumb!"

Post Mon Dec 08, 2003 7:30 am

Hmmm, I'd wish ........ that Trent stopped saying he's new at bar when he's been a regular for over a year. And on topic, how about a new main character, someone who people can role-build themselves on. And how about Microsoft (or DA) release the source code so mods can model the game to what GAMERS WANT, not what the STOCKBROKERS WANT. Hmph, I wish.

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"Snake ,we are not tools of the government or anyone else, fighting was the only thing I was good at , but at least I always fought for what I believed in" - Grey Fox
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Post Mon Dec 08, 2003 9:41 am

Chips, bad idea.
what happens when you get blown up?



Post Mon Dec 08, 2003 9:15 pm


The warp tech was in place before the launch, no?

And the jumpdrives were only in the Sol system, not in diffrent systems. The warpsystems were the same, only in the Sol system.

The sleeper ships used jump engines to get to Sirius, did they not? It doesn't make sense why they didn't use jump engine technology in their ships.

Post Tue Dec 09, 2003 4:15 pm

"jump engines" might be too big for a fighter..given the different sizes of the colony sleeper ships and the fighters you fly.

but by "jump engines" i ment ones capable of making the jump holes like used in the gates.. maybe having a limited range of 2-3 systems..

continuing on from my earlier list..

4. proximity mines
that detonate and cause "splash damage" to the following ships.. as far as i can tell, the mines used so far are of the homing or run me over type... there's none that activate after 3 seconds and detonate if a ship is within 1000 meters of it..
unless i'm not looking in the right weapons shops...

5. a cargo scanner jammer..
that projects a false reading back to anyone scanning your cargo.. so you can get away with running contraband.. available on a few of the pirate bases...

6. super freighters..
that can hold 1000 + units of cargo, and can only dock at planets with a mooring point ( like above the manhatten docking ring ), or shipping yards.

7. Advertise for help..
I'd like to be able to post to the news and job boards for assistance from fellow freelancers.

8. "sticky" comodities..
if i just took 250 units of something to a base that usually doesn't carry it, then fly off, it dissapears..
i'd like it to stay there at whatever price they paid for it... so that you could set up "relay" transport routs without having to wait arround on a planet and then transfer it to other players..

9. player to player transfer on planet..
as it say's.. i'd like to be able to "see" who else is on the same planet as me and initiate trade whilst on the planet.. 'cos trying to transfer goods or cash in space often gets interupted by hostiles..

10. transfer of ships..
i'd like to be able to trade ships with another player ( at whatever price they agreed on.. obviously.. )
so you could ask someone to get you a titan for example and bring it to you
or on the same lines as number 8... have ships you trade in remain there for other players.. and have different ships cost different prices at different bases.. so you could make money that way.. transporting ships from one system to another..

Post Tue Dec 09, 2003 6:43 pm

Phoey, Chips took mine ()

@Arania - What happens when you get blown up? You don't

Post Tue Dec 09, 2003 9:07 pm


"jump engines" might be too big for a fighter..given the different sizes of the colony sleeper ships and the fighters you fly.
In Starlancer, just about everything had a jump engine. Everything from the Predator to the Coyote to the Shroud to the Phoenix had a jump engine. Nanny ships and Antonovs had jump engines. Capital ships had jump engines. I think even Rippers and Transports had jump engines, so I don't think a fighter would be too small for one.

Post Thu Dec 11, 2003 8:32 am

I was just thinking, all the ships on SL had really fast engines. They are going 300 while we only go 80. They cant have jump and super speed!



BlazeME: Flameus Muchus n00bus

Post Thu Dec 11, 2003 9:26 am

Blaze, don't be stupid. That's like saying the Indian guy is richer than you because he has 1000 rupee while you have 100 US$. There is no way to determine if FL and SL use the same unit of measurements.

Post Fri Dec 12, 2003 3:55 am

Perhaps jump engines require some fuel ample in sol but non-existant in Sirrius? After the great initial jump, we had the technology, but no juice to go with it. Besides, jump gates work fine. Would you really want a game where you could cross all of Sirrius just by clicking a button? Where's the fun? --- RR16

Whoever came up with "Mission Commision" should be lined up and shot

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