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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!
I agree with pretty much most of you, i think there should be.........
1. More commodities, and more blackmarket goods
2.stuff like paint jobs for your ship
3. (i saw this on another post) even though they give a class 10 turret point actually make a class 10 turret!
4.More ships as in a heck of a lot more ships
One mans Terrorist is another mans Freedom Fighter
1. More commodities, and more blackmarket goods
2.stuff like paint jobs for your ship
3. (i saw this on another post) even though they give a class 10 turret point actually make a class 10 turret!
4.More ships as in a heck of a lot more ships
One mans Terrorist is another mans Freedom Fighter
Just a little 1st person shooting maybe? Not violence and all out 1st person-but if you're in a hostile base and guys pull out light arms, you can shoot back, or control running. Also-different chars would be a biggie-as well as living roleplay on land as well, not just in space. The bar, equipment dealer, and ship dealer, are getting old, we want more explorative scenes!
Edited by - [Delta-Core on 2/3/2006 4:01:27 PM
Edited by - [Delta-Core on 2/3/2006 4:01:27 PM
I am still for Freelancer 2 or an Expansion pack, but the more ideas for it I hear, the more it becomes clear that it would be best to drop the Single Player/Story Mode all together and just have a full MMORPG (Massive Multiplayer Online Role Playing Game)
However, there are several MMORPGs like Freelancer that are hardly ever played.
However, there are several MMORPGs like Freelancer that are hardly ever played.
What's with all the ships from Wing Commander? And Homeworld?, what craziness is that? But my real question is WHERE ARE THE FREESPACE 2 SHIPS!?!?!?!?!?!?!? How has the single greatest space sim of all time been completely forgotten? Yes WC is good but... How about some Freespace, or Independence War, or even Tachyon? Now I'm no modder which is why I'm complaining instead of diong something about it. Also, how about a simple weapon Mod? just add weapons, increase ammo capacity, change missles, and mess around with sheilds and stuff, multiply collision damage and repair costs, active hunts for you(if you maybe blow-up harmless freighter in front of Manhattan, LPI find you and kill you ded), just some ideas. I say that bc I have Dial-up (It's horrid, 5 Kb sec download) and downloading 200+ MB files is out of the quesetion. And my GRANDE IDEA:
a player usable system creator, usable to create systems and universes sepatate from Sirius, kinda like a mini game/scenario editor type thing, EX: player (bob) wants to create a universe where there are only 6 systems and the LPI owns everything, bob wants there to be HUGE profit in smugling, with this, bob could realize his dream. Then the player who cannot mod can create their own systems, universes, and weapons, post them, download them. While my Idea will probably be misunderstood, laughed at, and ridiculed, it is brilliant.
"Wars are not fought to determine who is right, only who is left"
a player usable system creator, usable to create systems and universes sepatate from Sirius, kinda like a mini game/scenario editor type thing, EX: player (bob) wants to create a universe where there are only 6 systems and the LPI owns everything, bob wants there to be HUGE profit in smugling, with this, bob could realize his dream. Then the player who cannot mod can create their own systems, universes, and weapons, post them, download them. While my Idea will probably be misunderstood, laughed at, and ridiculed, it is brilliant.
"Wars are not fought to determine who is right, only who is left"
I do like the joystick idea if that was in fl it would make it that little bit more exilirating and make your heart beat that little quiker and let the adrenilne kick in along with the 10 beers youve had to mke you fly like a drunk i admit a classic game was star wars x wing not good graphics but i loved it seeing how quick you could go with 8 tie fighters on your back flyin a few meters off the ground i am a big fan of the joystick games but if a joystick were to be used i would increase the enimes experience to fight you would be fun though flying along in tight space going quick with 6 nomads on your back i would buy it straight away
As i kill my foes in space that one more to my kill count when there ship gos bang i keep on killing to revenge those i lost to the nomads
As i kill my foes in space that one more to my kill count when there ship gos bang i keep on killing to revenge those i lost to the nomads
Howdy, just lurking around the site trying to get a feel for it.
I use to be a Science Fiction novelist (published) and always had a feeling for this type of game. I am 54 years old and a declorated vet.
I have an idea for freelancer II or an expansion disk.
One: I would fix it so the game user could build his own stations. This would
be one of three main thrust for the game. Build stations in an
undiscovered part of space and get them running automatically.
Money would be a big part of it. Stations run from class one at half
a million to class ten at one hundred million. Plus shields, armor, gun
up grades.
Two: Robotic force (ones you can buy for station and gate construction).
Three: If you have ever read the Beserker series in Science Fiction novels
you'll probably know where this is going. When Trent and the order
go into those dark empty systems exploring, Trent is ordered to
explore and build stations and gates in those systems. These would
be huge systems. His entrance triggers the real nomads to
wake up. They don't like biological units...at all!
THE STORY: Trent finds a long lost shipment of diamonds worth a billion
credits. Yep, he is on easy street now! Of course the ORDER
after all this time looks him up. They have a use for his money.
A new jump hole has been discovered. Quick-first-in-scouts
returned saying "...it's vast!" Trent is order in there to explore
these systems that don't even show up on the Sirious Map of
the known universe. It is all blank on the main map when he
arrives.
He finds something that looks like a destroyed robot. It is
huge! As soon as he finds it, the order radioes he back to the
station, telling him that would be a good place to build a station
while they investigate the robot. Trent has a gate system
built to the site and then a station. He must learn hour to hire
bartenders and so on to run the station and put in supplies
that people will come there and buy. He has to buy the robots
to build the gate system and station.
As time passes and Trent explores deeper and deeper into
this abyss of systems and as he is more and more ordered to
build more and more stations and gates he gets closer to his
distiny. The real nomads.
When he approaches a lone nomad out post (it appears dead)
he notices sudden activities. Biological killing robots of all
makes and sizes 'swarm' at him like a hornets nest. He would
probably be hard put just to make it back to the last station
he built. (He better have built it strong). If he didn't, this
constantly reinforced swarm of robotic machines could beat
him back, destroy everything he has built and into in the Sirious
system and destroy it. If only he had went on the job board
and put a price on the head of each nomad destroyed in each of
the stations he had build. Why, freelances would have been
swarming right back at the nomads. If only he had build fewer
stations and built more battle ships and gun boats! If only he
had loaded SWARM MISSILES in some of the station's launchers
that are fire and forget track and destroy any enemy target
without have to target lock on it! If only he had parked his
Titan class ten fighter and pulled a big cargo ship out of his
stations private garage and made more credits!
And so there you have it. What do you think:
Mangymutt
Edited by - mangymutt on 3/19/2006 2:42:27 PM
I use to be a Science Fiction novelist (published) and always had a feeling for this type of game. I am 54 years old and a declorated vet.
I have an idea for freelancer II or an expansion disk.
One: I would fix it so the game user could build his own stations. This would
be one of three main thrust for the game. Build stations in an
undiscovered part of space and get them running automatically.
Money would be a big part of it. Stations run from class one at half
a million to class ten at one hundred million. Plus shields, armor, gun
up grades.
Two: Robotic force (ones you can buy for station and gate construction).
Three: If you have ever read the Beserker series in Science Fiction novels
you'll probably know where this is going. When Trent and the order
go into those dark empty systems exploring, Trent is ordered to
explore and build stations and gates in those systems. These would
be huge systems. His entrance triggers the real nomads to
wake up. They don't like biological units...at all!
THE STORY: Trent finds a long lost shipment of diamonds worth a billion
credits. Yep, he is on easy street now! Of course the ORDER
after all this time looks him up. They have a use for his money.
A new jump hole has been discovered. Quick-first-in-scouts
returned saying "...it's vast!" Trent is order in there to explore
these systems that don't even show up on the Sirious Map of
the known universe. It is all blank on the main map when he
arrives.
He finds something that looks like a destroyed robot. It is
huge! As soon as he finds it, the order radioes he back to the
station, telling him that would be a good place to build a station
while they investigate the robot. Trent has a gate system
built to the site and then a station. He must learn hour to hire
bartenders and so on to run the station and put in supplies
that people will come there and buy. He has to buy the robots
to build the gate system and station.
As time passes and Trent explores deeper and deeper into
this abyss of systems and as he is more and more ordered to
build more and more stations and gates he gets closer to his
distiny. The real nomads.
When he approaches a lone nomad out post (it appears dead)
he notices sudden activities. Biological killing robots of all
makes and sizes 'swarm' at him like a hornets nest. He would
probably be hard put just to make it back to the last station
he built. (He better have built it strong). If he didn't, this
constantly reinforced swarm of robotic machines could beat
him back, destroy everything he has built and into in the Sirious
system and destroy it. If only he had went on the job board
and put a price on the head of each nomad destroyed in each of
the stations he had build. Why, freelances would have been
swarming right back at the nomads. If only he had build fewer
stations and built more battle ships and gun boats! If only he
had loaded SWARM MISSILES in some of the station's launchers
that are fire and forget track and destroy any enemy target
without have to target lock on it! If only he had parked his
Titan class ten fighter and pulled a big cargo ship out of his
stations private garage and made more credits!
And so there you have it. What do you think:
Mangymutt
Edited by - mangymutt on 3/19/2006 2:42:27 PM
Checking after some time to see what else people have come up with ... it's a bit
odd to find that almost all changes are essentially tweaks to the existing game.
Here are some more ideas on a slightly larger scale ... mainly based on
single-player, as I think that's the most challenging to support.
* Make the universe make sense on its own
Get some basic economy in there, as well as a universe that runs on some kind
of autopilot. If the player just sits and watches what goes past, and who goes
where it should make sense. No more transports going past with full loads, only
to return the same way with same load ... and then cruise past yet another time
with the same load to the same destination. No more transports near Detroit
from Colorado shipping pharmaceuticals to Pittsburg. (And it would be nice to
find that when Fort Bush hails a Junker going by, and learns that he's carrying
cardamine to Texas, there would be some kind of reaction, even if only 'yeah,
tell that to the marines'.)
* Allow extensibility and design for it
Extensibility here covers the universe (new or modified systems), the tools of
the trade, as well as NPC capabilities and skills. (Some parts of this just may
require .DLL implementation, but so be it. Unfortunately, it also makes for a
security problem -- who wants to run code noone knows what's inside? )
Adding sounds and skins might be simplest to start with, but it really should
be more than that.
(Multiplayer would need extra thinking...)
* Storyline is an extension of the basic universe
It's added on top of the basic universe. That would allow for new storylines
to be issued more or less independently of the basic universe engine.
Story packages would, probably patch the standard universe as well as
patch stations, ships, weapons etc. This would be one of the main pay-offs
of extensibility.
* ... and the real problem
The main difficulty is problably to figure out how anyone would want to
pay for this -- that will be necessary in some form, or there would be no point
in developing all this infrastructure. I'm struck by the strange willingness of
Sim players to buy all kinds of (to me) strange add-on packages: would anyone
want to buy add-on ships, weapons and universes? And would anyone want to
buy authoring packages to produce them?
That's where it breaks down, I think: unless there's money in it somewhere, something like this won't happen. ... and then I think of those Sim-players
again ... perhaps it could happen.
odd to find that almost all changes are essentially tweaks to the existing game.
Here are some more ideas on a slightly larger scale ... mainly based on
single-player, as I think that's the most challenging to support.
* Make the universe make sense on its own
Get some basic economy in there, as well as a universe that runs on some kind
of autopilot. If the player just sits and watches what goes past, and who goes
where it should make sense. No more transports going past with full loads, only
to return the same way with same load ... and then cruise past yet another time
with the same load to the same destination. No more transports near Detroit
from Colorado shipping pharmaceuticals to Pittsburg. (And it would be nice to
find that when Fort Bush hails a Junker going by, and learns that he's carrying
cardamine to Texas, there would be some kind of reaction, even if only 'yeah,
tell that to the marines'.)
* Allow extensibility and design for it
Extensibility here covers the universe (new or modified systems), the tools of
the trade, as well as NPC capabilities and skills. (Some parts of this just may
require .DLL implementation, but so be it. Unfortunately, it also makes for a
security problem -- who wants to run code noone knows what's inside? )
Adding sounds and skins might be simplest to start with, but it really should
be more than that.
(Multiplayer would need extra thinking...)
* Storyline is an extension of the basic universe
It's added on top of the basic universe. That would allow for new storylines
to be issued more or less independently of the basic universe engine.
Story packages would, probably patch the standard universe as well as
patch stations, ships, weapons etc. This would be one of the main pay-offs
of extensibility.
* ... and the real problem
The main difficulty is problably to figure out how anyone would want to
pay for this -- that will be necessary in some form, or there would be no point
in developing all this infrastructure. I'm struck by the strange willingness of
Sim players to buy all kinds of (to me) strange add-on packages: would anyone
want to buy add-on ships, weapons and universes? And would anyone want to
buy authoring packages to produce them?
That's where it breaks down, I think: unless there's money in it somewhere, something like this won't happen. ... and then I think of those Sim-players
again ... perhaps it could happen.
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