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Ideas for Freelancer 2
This is a free discussion forum on Freelancer. This is the place to discuss Freelancer issues NOT covered by the other boards!
That idea on setting it during the 80 years war might be pretty cool. Or maybe a second war based on the fact that certain members of Liberty and Kusari were involved in the death of the Chancellor and the fallout of that mess. Also they should add the option of hijacking freighters, not just blowing them out of the sky without giving them the chance to give up the loot.
HiYaz
1st: what i greatly missed in FL: CONVOY missions. and if so, they should work even with jumping into long distance travels, lessay trade convoy from New Berlin to New Tokyo (just an example).
2nd: since there is that HyperGate already open, why not putting in the ability to explore that whole array of them? should bring 20some new sectors into the game, where each of those can have its own number of systems etc, see where that leads to?
..and i wouldn't mind having a 3 CD game package, or a DVD, for all that needed extra MB's.. or a full install option which copies the real full content onto the harddisk.
3rd: the one thing i liked most in FL: Evolutions was the ability to buy second hand parts and ships. i spent some time passing out laughing while reading the infocards on some of them. would be great to have such in any FL2.
@ Chips: just great! *Tips Hat*
greetz from EastGER
~Hammer
1st: what i greatly missed in FL: CONVOY missions. and if so, they should work even with jumping into long distance travels, lessay trade convoy from New Berlin to New Tokyo (just an example).
2nd: since there is that HyperGate already open, why not putting in the ability to explore that whole array of them? should bring 20some new sectors into the game, where each of those can have its own number of systems etc, see where that leads to?
..and i wouldn't mind having a 3 CD game package, or a DVD, for all that needed extra MB's.. or a full install option which copies the real full content onto the harddisk.
3rd: the one thing i liked most in FL: Evolutions was the ability to buy second hand parts and ships. i spent some time passing out laughing while reading the infocards on some of them. would be great to have such in any FL2.
@ Chips: just great! *Tips Hat*
greetz from EastGER
~Hammer
Unfortunately, I didn't have time to read through all of the suggestions posted yet, so many items of the following list might already have been posted in some form or another. Anyways, here are a few things that popped up in my mind while playing (thank god FL supports ALT+TAB ):
Priority 1 (very important)
-----------------------------
- full joystick support
- all-axis control (pitch, yaw and roll!)
- trade jobs; load special goods at location X, drop off at location Y (contractual penalty when cargo is not delivered on time or too much of it perished on the way)
Priority 2 (important)
------------------------
- NPC party members (e.g. hire freighter as burro, hire fighters as escort etc.)
- some people at bars should have star maps for sale (e.g. to reveal hidden jump holes, "treasures" etc. - or simply to reveal unvisited systems)
- mod support by default (each mod should have its own folder, similar like in Battlefield 1942/Vietnam, for example)
Priority 3 (should be implemented)
------------------------------------
- more comfortable in-game database for
-> trade routes (e.g. currently, when you found a station buying goods at a high price, you can't check which bases are selling them cheaply)
-> bases (showing all available data, including owner)
-> ships & equipment
-> etc.
- full autopilot (capable of approaching several waypoints in a row without manual interference)
- freely zoomable galaxy/system maps
- nav computer should only use revealed jump gates, trade lanes etc. for calculating waypoints
-> option to choose whether jump holes should be included in calculating the route
- jump holes should be less 'focussed' than jump gates => exit point can deviate from default location
- current waypoints should be saved with the game
- docking with other ships (e.g. to hijack a better ship)
- manual docking and landing
- more customizable ships (e.g. trade armor/weapons for speed or cargo space, upgrade reactor to deliver energy for higher-level weapons etc.)
- freely configurable MFDs (both have the same display modes which can be selected independently on each MFD)
- in-game notepad (e.g. to keep track of good trade routes)
- home base where ships can be stored for later use (so you can switch between fighter and freighter without having to sell and buy the ships every time)
- free weapons installation (determine which gun is attached to which pylon/turret) to optimize fire power and looks
Priority 4 (would be nice to have)
------------------------------------
- NPC traffic should be carried on to the next system (currently, when following a freighter into a jump gate, it has vanished in the next system)
- more realistic physics (e.g. no instant recovery when drifting after doing engine kill; backwards/sidwards movement has to be 'countered')
- jump/warp engines (= advanced cruise engines; very expensive, can only be fitted to certain ships)
-> ships can dock and benefit from the high speed (important for multiplayer)
- visual spacial distortions around jump holes
- jump holes connecting systems far apart from each other
- on-the-fly route re-calculation when making a detour
- access to planets' surface
- cooperative ship controls (e.g. one pilot, one gunner)
- dynamic 3D-system map in HUD
- ability to send distress signal when attacked by bandits (=> police forces come to help)
- special cargo containers to slow down decay of perishable commodities
- special shields to protect hull and systems from radiation damage (at the expense of protection from hostile fire)
- ability to add a few additional lines of comment to each savegame (any non-linear game should have this)
- ability to hail and interact with NPC ships
- free quicksaving at any time
- better inventory system
Priority 5 (nice additions)
-----------------------------
- ability to use singleplayer character in multiplayer games
Edited by - Ace_NoOne on 9/6/2004 3:34:05 AM
Priority 1 (very important)
-----------------------------
- full joystick support
- all-axis control (pitch, yaw and roll!)
- trade jobs; load special goods at location X, drop off at location Y (contractual penalty when cargo is not delivered on time or too much of it perished on the way)
Priority 2 (important)
------------------------
- NPC party members (e.g. hire freighter as burro, hire fighters as escort etc.)
- some people at bars should have star maps for sale (e.g. to reveal hidden jump holes, "treasures" etc. - or simply to reveal unvisited systems)
- mod support by default (each mod should have its own folder, similar like in Battlefield 1942/Vietnam, for example)
Priority 3 (should be implemented)
------------------------------------
- more comfortable in-game database for
-> trade routes (e.g. currently, when you found a station buying goods at a high price, you can't check which bases are selling them cheaply)
-> bases (showing all available data, including owner)
-> ships & equipment
-> etc.
- full autopilot (capable of approaching several waypoints in a row without manual interference)
- freely zoomable galaxy/system maps
- nav computer should only use revealed jump gates, trade lanes etc. for calculating waypoints
-> option to choose whether jump holes should be included in calculating the route
- jump holes should be less 'focussed' than jump gates => exit point can deviate from default location
- current waypoints should be saved with the game
- docking with other ships (e.g. to hijack a better ship)
- manual docking and landing
- more customizable ships (e.g. trade armor/weapons for speed or cargo space, upgrade reactor to deliver energy for higher-level weapons etc.)
- freely configurable MFDs (both have the same display modes which can be selected independently on each MFD)
- in-game notepad (e.g. to keep track of good trade routes)
- home base where ships can be stored for later use (so you can switch between fighter and freighter without having to sell and buy the ships every time)
- free weapons installation (determine which gun is attached to which pylon/turret) to optimize fire power and looks
Priority 4 (would be nice to have)
------------------------------------
- NPC traffic should be carried on to the next system (currently, when following a freighter into a jump gate, it has vanished in the next system)
- more realistic physics (e.g. no instant recovery when drifting after doing engine kill; backwards/sidwards movement has to be 'countered')
- jump/warp engines (= advanced cruise engines; very expensive, can only be fitted to certain ships)
-> ships can dock and benefit from the high speed (important for multiplayer)
- visual spacial distortions around jump holes
- jump holes connecting systems far apart from each other
- on-the-fly route re-calculation when making a detour
- access to planets' surface
- cooperative ship controls (e.g. one pilot, one gunner)
- dynamic 3D-system map in HUD
- ability to send distress signal when attacked by bandits (=> police forces come to help)
- special cargo containers to slow down decay of perishable commodities
- special shields to protect hull and systems from radiation damage (at the expense of protection from hostile fire)
- ability to add a few additional lines of comment to each savegame (any non-linear game should have this)
- ability to hail and interact with NPC ships
- free quicksaving at any time
- better inventory system
Priority 5 (nice additions)
-----------------------------
- ability to use singleplayer character in multiplayer games
Edited by - Ace_NoOne on 9/6/2004 3:34:05 AM
OK just cleared out a lot of the frivilous and crap threads. Sorry if yours got delted but thems the breaks.
The following topics have been covered a thousand times, so please don't bring them up again:
More ships, planets or systems
The FPS/Space sim idea
Your overall thoughts on freelancer
Whether there is going to be a sequel or not
Edited by - Mustang on 9/22/2004 1:55:39 AM
The following topics have been covered a thousand times, so please don't bring them up again:
More ships, planets or systems
The FPS/Space sim idea
Your overall thoughts on freelancer
Whether there is going to be a sequel or not
Edited by - Mustang on 9/22/2004 1:55:39 AM
Dont know whether its been mentioned here - (i have read most of your comments)
But
I would like to be able to point my ship in 1 direction set that course and be able to turn my ship around whilst going in that same direction Sort of like a spinning turrent - you get me ? - I think you could do it on WC4 great for stripping turrets of CAP ships and what not
Also
Like the idea of being able to divert POWER from Sheilds / Engines / Weapons for example diverting power from engine would make you go slower but you could increase the power to your guns so they wouldnt run down as quick - OR if you go through a dense asteriod belt then you could take power from weapons and whack it on to your sheilds - A trade off which could give you a customised advantage in a dog fight - Maybe you could buy better power modules!
I also think that you should have to power down for repairs and just float in space until repairs are complete - In this mode you are treated like a shipwreck
I think you should have better / more advanced navigation where you could search for particular bases OR the nearest base with a ship dealer or equipment - Maybe you could download that bases trade price list - as long as it is freindly to ya
Named pirates and people that yo have defeated in the past should remember they have a score to settle and try to hunt you down.
When jumped upon by pirates/ bounty hunters or what not. if you tip the balance into your favor the morale of the pirates should drop and they should try to flee
just a few of my thoughts on the game
But
I would like to be able to point my ship in 1 direction set that course and be able to turn my ship around whilst going in that same direction Sort of like a spinning turrent - you get me ? - I think you could do it on WC4 great for stripping turrets of CAP ships and what not
Also
Like the idea of being able to divert POWER from Sheilds / Engines / Weapons for example diverting power from engine would make you go slower but you could increase the power to your guns so they wouldnt run down as quick - OR if you go through a dense asteriod belt then you could take power from weapons and whack it on to your sheilds - A trade off which could give you a customised advantage in a dog fight - Maybe you could buy better power modules!
I also think that you should have to power down for repairs and just float in space until repairs are complete - In this mode you are treated like a shipwreck
I think you should have better / more advanced navigation where you could search for particular bases OR the nearest base with a ship dealer or equipment - Maybe you could download that bases trade price list - as long as it is freindly to ya
Named pirates and people that yo have defeated in the past should remember they have a score to settle and try to hunt you down.
When jumped upon by pirates/ bounty hunters or what not. if you tip the balance into your favor the morale of the pirates should drop and they should try to flee
just a few of my thoughts on the game
Ok, instead of ships engines getting fried still have access to cruise etc etc how about once ur ships engine is ripped off, u are like completely dead no movement this would add so much roleplay to the multiplayer side of the game ill give a few examples
policemen/hunters - take out pirates engines and use a tractor beam to "tow" the pirate to a nearby prison station
prisons - a pirate/smuggler is towed here and is put inside - once inside his only means of exit is to pay 10% of his total funds or that specific character doesnt move
Repairmen - a repairmans primary objective is to repair ppls busted engines for a large sum of cash ofcourse not pirates, but civilians who have been attacked and lost there engines
this wud also give ppl the ability to guide ppl to there selected objective easier
policemen/hunters - take out pirates engines and use a tractor beam to "tow" the pirate to a nearby prison station
prisons - a pirate/smuggler is towed here and is put inside - once inside his only means of exit is to pay 10% of his total funds or that specific character doesnt move
Repairmen - a repairmans primary objective is to repair ppls busted engines for a large sum of cash ofcourse not pirates, but civilians who have been attacked and lost there engines
this wud also give ppl the ability to guide ppl to there selected objective easier
yeh u could put RPG elements in the game when u have landed on a base so u could negocatate prices take on missons that would happern on the base or planet e.g. kill a spy so it would have FPS elements in too kinda like a cross bettwen freelancer, mace giffin bouty hunter, dues ex, quacke 3 and KOTOR that would be great it would be like 3 games in 1 : )
-An integrated coms system would be nice ... and not just chat with eveyne all at once. Simulate it like real radio communications. You's have to be within proximity ... multiple frequencies, secure chanels act ...
-By all means show a list of players currently playing on a server yes "BUT" Don't bloodywell tell everyone where they are. What if i'm trying to avoid someone. (For role play instances ... maybe i'm a wanted smuggler. all the police would have to do is log on and look and imediatley find me. that sux)
-make scanners a little more realistic. I'd like to be able to hide in a nebula.
-Fix it so that we aren't immediatley idenified as a pc or npc. don't automaticly appear on the list ect.
Thanks for listening ...
-By all means show a list of players currently playing on a server yes "BUT" Don't bloodywell tell everyone where they are. What if i'm trying to avoid someone. (For role play instances ... maybe i'm a wanted smuggler. all the police would have to do is log on and look and imediatley find me. that sux)
-make scanners a little more realistic. I'd like to be able to hide in a nebula.
-Fix it so that we aren't immediatley idenified as a pc or npc. don't automaticly appear on the list ect.
Thanks for listening ...
oh it's so nice to see you all getting so enthusiastic, although I think some of you are getting a bit too moist. Be realistic; if there is to be an FL2, which I doubt will ever happen despite the odd drop of cryptic rumour from here and there, you know it will be more of the same. How much further d'you really think it's gonna come on? it's not going to be a quantum leap like the diff between HL and HL2, it'll be the same game with a different story and a few extra features. Considering how long FL was in dev, d'you honestly believe DA are going to make major chnages to the game engine? I don't.
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