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Freeport 3''s ''Phreelanzer Phyzix'' Conclusion

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

Post Fri Dec 10, 2004 5:55 am

Freeport 3''s ''Phreelanzer Phyzix'' Conclusion

After three lengthy discussions in Freeport 3 and GamesKickAss forums, we have reached a big conclusion about the game's questionable physics. Actually i proposed this theory a long time ago, a few months to be precise, and it got accepted later on, but i never brought it to TLR.

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Quite often these questions are asked:

How come we can hear explosions and stuff when there's no air in space?

Why don't the planets orbit?

Shouldn't our ship be shaken by other explosions since there is no friction to stop the energy?

Why don't we get sucked in by gravity?

Wouldn't the sun's gravity pull planets in considering how close the sun is?

Why does engine kill slow us down, when in theory we should keep going since there is no resistance?

Shouldn't there be ammunition for plasma guns, and all other weapons that fires matter?

Why does releasing the thrusters slow us down, since there is no resisitance?

Why are the 'lasers' visible?

Why is the sun safe to look at?

And why are they different colors, when they really should be white for maximum strength?

Why do they travel so slowly if they're light?


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Well, all of these can be answered with this:

The Freelancer Universe and the Sirius Sector has much more matter than it seems. There is no actual space in Sirius, what appears to be space is really lots of matter, whether it be space dust, gas, etc. Since there is matter, it creates a resistance to all forms of movement, and thus can slow things down, like explosions and ships. It also allows sound to be conducted. The matter also can be sucked in by space ships to be converted and used as temporary ammunition for plasma and tachyon guns. The planets themselves are extremely light in mass. They have quite little mass, thus generating a large enough gravity aura for people on the planet, but not in outer 'space'. The sun itself is also small and has little gravity, thus the reason there are no orbits.

Then going a bit mroe on the laser topic...

The lasers can now be seen as high energy focused beams of light, that pass through the matter floating around. The light hits the matter and commonly gets distorted, thus since the lasers are shot in blasts, the energy travels and gets split like millions of shards of mirrors. There is another possibilitiy as well. Focusing on a common science fiction perspective, the lasers are truly high energy particles being shot through space. This makes perfect sense, but then there is the problem that Freelancer notes what kind of weapon it is. Since there are particle guns and tachyon weapons, there should be no need to have a 'laser' class unless they are truly lasers. To the subject of laser colors, the reason they should all be white is because the stronger the laser, the higher amplitude of the waves, and thus the higher brightness. When it reaches pure white, the wavelength and frequency (which determine the hue) no longer take effect. When it gets to a point so bright, it blinds us, but the matter in space slows the light and allows us to view the light waves safely. This also explains why we can look at the sun without getting blinded. It is basically the same concept as an atmosphere.

Coolbeano
[FP3_POLICEMember of the Freeport 3 Police Department
-/A/-Member of the Avengers

Post Fri Dec 10, 2004 7:43 am

Actually, dead on about the atmosphere in space, did you notice the INSANELY LARGE nebula count?

Post Fri Dec 10, 2004 7:53 pm

It's just a game.
The most unrealistic thing is the ship movement. I see the engine nozzles that point rearward. And then i see the thruster. i dont' see anything else. How does the ship turn? Infact, how the ship have white trails coming out of the tips of the wings?

We really don't know how everything moves around. jump gates? docking rings? how do weapons even work? how do torpedoes come out of torpedo luanchers?
Freelancer isn't very realistic, i really don't care, ignore them and have fun.
although, i'm not sure if it's okay to have small suns because they would really do much.

Edited by - VroomZo on 12/10/2004 7:53:52 PM

Post Fri Dec 10, 2004 8:14 pm

So who wants to play a space game in real time???





Jose Chavez: "Trent! It's good to see my kind of scum."

Edited by - Puke Barwalker on 12/12/2004 7:46:59 AM

Post Fri Dec 10, 2004 8:21 pm

Actually, using 2 thruster nozzles, you can turn it, and the 'atmosphere in space' theory is further fortified by those facts.

Post Sat Dec 11, 2004 7:27 am

One of the main arguments here is that StarLancer and Freelancer physics are completely different. For example, StarLancer is set in one solar system that is pretty much life-size. There are no fancy nebulas or asteroid fields, just open space. You say you want better physics but tell me, which is more fun? StarLancer or Freelancer?

Post Sat Dec 11, 2004 9:01 am

When I went to Austin, Phil Wattenbarger answered all these questions. The short answer is playability. He reminded us of the MS game "Space Simulator". Functionally correct, great graphics for its time (it was only released in DOS) about 1992. Impossible to play. Trying to rendevous two Gemini capsules took about 100 tries, re-entry trajectory took about that many tries. It was accurate, but unplayable. The game was never meant to be accurate according to Newtonian Physics. Also, the reason the game is somewhat two dimensional is that when they tried to add the "z" axis to planets, bases, etc, it became too easy to avoid (escape) battles. This game was tested more than any other game I know of. All things mentioned were taken into account. Much more of this game is on the cutting room floor than on the CD. That's the balance a game creater must face.

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The Next Thing I Say To You Will Be True
The Last Thing I Said Was False

Post Sat Dec 11, 2004 7:03 pm

Although, with the ship nozzles, 2 doesn't allow you to turn, let alone strafe and reverse thrust.

Post Sat Dec 11, 2004 10:15 pm

Bosco is correct. A long long time ago in a old persons galaxy far far away there was a company that specialized in VERY ACCURATE and VERY REALISTIC sim games. They had space sims and submarine sims and airplane sims. It took two weeks of study and practice just to learn the controls. Landing an airplane was impossible without crashing it. It took hours to complete a submarine attack since each time you fired a torpedo, it took several minutes to know if you had aimed it correctly. Space ships just went in the direction you applied thrust in and aiming weapons was really tough.

Then they had a Chapter 11 Bankruptcy Sim except it was for real.

Nobody likes physics. If you don't believe me, jump off a building.

You'll be praying for PLAYABILITY on the way down.

Glock36
"No Comment"

Post Sun Dec 12, 2004 1:36 am


You'll be praying for PLAYABILITY on the way down.


"Quick! Enter the invincibility or low gravity code!!"

Post Sun Dec 12, 2004 2:02 am

Oh please don't ask for that. If I gave you that code, I'd have to kill you.

-- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- --
The Next Thing I Say To You Will Be True
The Last Thing I Said Was False

Post Sun Dec 12, 2004 7:50 am

I had that submarine game. :-(

Post Sun Dec 19, 2004 6:56 pm

I ust admit it would be cool if a planet orbeted intoa tradelane and you wee the only one who knew it id just sit there and watch. someone should put the faulty trade lane in a mod.

I dont take money only girl giggles- Thumb Wars

Post Sun Dec 19, 2004 8:13 pm

But seriously, could you live as well if you didn't see the lasers coming at you? How about the explosions, would it be as fun without the sound? The game is more fun because of the tweaked physics, and for things like orbiting planets this version is playable on my computer, something like that wouldn't.

Post Mon Dec 20, 2004 6:03 am

Glock, no, i think it is
"you'll be praying for RE PLAYABILITY on the way down"

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