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Freelancer as an RPG

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

Post Wed Mar 31, 2004 5:45 am

Freelancer as an RPG

I'm sure there are plenty of us out there who are fans of D+D, Traveller, BG, BG2 etc. who would love to be able to be able to generate stats, classes, etc. for our character in Freelancer that would actually have an impact in the game. Due to recent developements by Accushot this may be becoming a reality but some type of system would be needed if you have ideas or if you can think of an entire system that could be implemented please post here. This is what I have so far:


If the player chooses start new game then the program goes to a character generation screen. Here you'd have the usual stats generation, class choice (anything else?).

The stats could include things like:
1.piloting skill <---would determine a value that can be multiplied against the flight characteristics of player ship
2.administration <-----value multiplied against base income
3.charisma <----value multiplied against faction rep changes
4.gunnery <-----value multiplied against rate of fire/damage/energy consumption of player weapons
5.leadership <-----determines how many bases can be owned/how many patrols can be run
(more?)
These stats could be raised by how well the player does in the game. i.e. program looks at #of ships killed in saved game and boosts gunnery/piloting.

Classes could include the usual and have an impact on a set of game characteristics in the same manner as stats.
example: player chooses to be a trader. Recieves 5% boost to all income generated. Recieves an additional 2.5% every 5 levels. All bases other than trading outpost cost this class additional 50%. Class cannot own more than 3 bases of any type.
some classes:
miner
trader
Naval officer
bounty hunter
assassin
explorer
pirate
(more?)

The program could change the ptough.ini based on the player's class.
All sorts of ideas here for anyone who plays RPG's.

Edit = Class could also determine what type of ships are available to a player and their starting ship. Example a trader would start with a Rhino and would be unable to purchase anything but low level light fighters and any type of freighter. A bounty hunter would start with a Pirhana and could purchase any type of fighter but no freighters.

Edit2 = In order to keep the purists happy the class selection could include "freelancer" which would mean no bonus or penalty to any game aspect.
At first I left out race for obvious reasons. But maybe something like House origin could be worked in that would apply a one time bonus to stat generation and would determine starting reps?
example: Player chooses borderworld as starting house. Recieves 5% bonus to piloting and gunnery. Recieves -5% to leadership and administration. Starts with good rep among pirates bad rep with house navies etc.
Also player could choose lawful or unlawful as an alignment. This could narrow down the availability of classes.
example: lawful character cannot choose pirate/assassin, unlawful cannot choose navy/miner(what unlawful character wants to work for a living?)



"Nothing going on around here... Move along!"

Post Wed Mar 31, 2004 9:24 am

Great idea!!

Tommy out

Movin' in for the kill

Post Wed Mar 31, 2004 9:51 am

I appreciate the fact that you appreciate the idea. However, what I'm really looking for here is more ideas or a different approach to the whole system.
For instance you could chip in your two cents as to the different classes. "I'd like to see a class called Mercenary"
Any ideas are greatly appreciated.

"Nothing going on around here... Move along!"

Post Fri Apr 02, 2004 10:51 am

Do you have a more complete list of what your thinking of?

I don't know what to help with since I don't really know how you are thinking...

Things like reputation and bribing needs to be changed if this is to work. Can't have pirates friendly with the police right

I can't figure out any easy, up front advice such as new classes now though, maybe later.

Post Fri Apr 02, 2004 3:56 pm

@Dugge Dank. Thanks for replying. I've pretty much given up hope of getting any suggestions her but if you want to know more about it so you can give some input go to the editing forum and look for Dynamic Commodity Market Programming.

Post Fri Apr 02, 2004 6:34 pm

the idea rocks but it needs to be more sensible

People are changed by their worlds Trent, rarely vice versa.
-Jun'ko Zane

Post Fri Apr 02, 2004 7:12 pm

Are you saying it doesn't make sense to you? What part specifically? Or is it that the whole thing seems nonsensical? I'm not offended and trying to challenge your statement or anything like that. I really want to know so that I can make changes. Please, be as critical as you like but I'd also appreciate ideas on how to fix things that don't make sense.

Post Sun Apr 04, 2004 9:57 am

What about trying to give every class a lawful side and an unlawful side?

Something like:
Trader <--> Smuggler
Police/Navy <--> Criminal
Bounty Hunter <--> Assassin
Miner <--> Illegal miner?
Mercenary <--> Pirate

To get a smuggler one would have to add more illegal commodities but that's no big problem.
A mercenery would be a guy who escorts transports and acts as a "bodyguard".
I don't know about the miner though...

Maybe restriction ships available depending upon if you are lawful or unlawful?

Post Sun Apr 04, 2004 11:46 am

I'd say BH are assassins.

And miners <--> Pirates in my opinion.
and perhaps BH <--> Merc where BH are more working for the legal factions such as pol/navy and trade/mine factions and such, Mercs would be the more lawless characters doing business with pirate factions and factions such as IMG.

I think, kaegogi, that you have an excelent idea, but would it be possible?
If it is, and I'm sure a lot of modders are able to find this out, it would make for one kick ass mod.


Class cannot own more than 3 bases of any type.


Right now nobody can own a base, so I'm not sure what you mean here.
Leadership would be dificult in this way, as would be administration.

1.piloting skill: My idea would be that it determines the aiming (the game actually autotargets a little) aswell as the shiphandling in terms of how quick your mousemovent is directed to the ship. Maybe other things.

2.administration: Perhps multiplied against personal income. Base income, as I stated above, would prove to be dificult.

3.charisma: Good idea.

4.gunnery: Perhaps this allows you to buy better guns with better stats, including shields and secondary equipment.

5.leadership: Maybe this could determine how AI would react to your presence. In other words, if your leadership value is high, AI is more carefull in their approach toward you. This might also depend on your Charisma and your faction rep.

After choosing house and being lawful/unlawful, classes would include:

Navy/Police
Trader (Lawful/unlawful)
Miner
Pirate (In house such as Rogues)
Outlaw (On the run/Borderworld)
Neutral (Zoners)
Explorer
Bounty Hunter
Mercenary

Adding Freelancer as a class would be difficult roleplay. If a Freelancer has completely neutral (0% advantages) and no restrictions would totaly undermine the idea you're proposing here.

Ofcourse the leveling system should be totaly revised and based on points/score rather then on earned money, and the levels should nolonger be stated as numbers but more as skill. You'd start out as a rooky and work your way up to veteran.

My idea for this would be something like this:

Level 1 - Rookie
Level 2 - Skilled
Level 3 - Ace
Level 4 - Top Gun
Level 5 - Veteran

Advantages/disadvantages for each class could be worked out later if it is possible at all.

*** The Titan flies like a cow ***
Fight like a Warlord

Post Sun Apr 04, 2004 7:31 pm

Thank you for your ideas. I finished a character generation sheet and sent it in to Accushot a couple of days ago. If you're still interested in this topic at all I suggest you go to the General Editing Forum and open up the thread entitled Dynamic Commodity Market Programming. It's got about 140 or so posts at the moment. The really interesting stuff starts happening about page 3 or 4.
@Nickless. I wish I could take some of your ideas and implement them now but if you'd really like to see them in FL I suggest you go to the thread I mention above and talk to Accushot about it. If you want to see what I sent in to him let me know and I'll email you a zip of it. I don't want to post something that big.
Oh, yeah. The reason I threw out the part about owning bases is because Accushot's figured it out. (Also in the thread mentioned above)

Edit= @Nickless. Since you haven't done it yet I'm going to quote your idea on the levels in the General Editing forum with a few of my own ideas that your post got going in me.

Edited by - kaegogi on 4/4/2004 10:15:22 PM

Post Mon Apr 05, 2004 10:08 am

Cool, np mate. I'll have a looky

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