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Agressor Class Ships & System mods

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

Post Tue Feb 08, 2005 10:36 am

Agressor Class Ships & System mods

Being new to the game mod and ship design arena, I may have started on a project that will take more time that I have available. I started programming before GUI. My heathkit H-89A was a joy and a great learning tool. I'll work on this project mostly as therapy.

My Project:

I'm developing a ship that is large enough to "capture" via tractor beam or whatever, most other ships in the game, while still being able to get through the system gates or jump holes. It will also require a game mod to let me do many of the "shipbreaker" things. I thought about taking the crew as laborers, but that just didn't seem right or honorable. Putting them out on a mining station is the worse I wanted to do.

I started out with a Cruiser design, but instead of the big gun up front, it is all capture equipment. Simular to the "ProtoStar" game of DOS days, picking a wreck or unwary ship clean is a challange and profitable. I also wanted to be able to scoop up materials for construction of Depots and Bases. Making the capture and scoop was easy. Getting it to work...well, let's just say I forgot a lot about programming and 3d shapes. Getting old sucks! So far, the bridge and breaker room (looks like a hanger from one of the Freelancer bases) is all I've managed to form. Other rooms may only make the game mod excessive.

I want to put a cost per kilometer into the design, so that making money is absolutely needed to continue playing. Docking fees, taxes and realistic repair/replacement costs require very agressive action. I even thought about leaving empty ships floating around in for fleet expansion. Too much?

My wife thinks I should spend more time working instead of playing and making goofy looking shapes. Oh well! I may retire before I get it done, but comments on what you think about the concept and realism features are important.

All of the varibles needed to make this work, are close but the design and Mod to the game may keep me in a very small self-made, one planet system, until I work it out. My head hurts all the time trying to think in relative terms, like "if I do this, what horrible thing will happen next?"

I had hoped that someone was already working on a system mod that would allow ships with aggressor capabilities. Or even a cost or operation feature. I probably should have sat back and waited for one of the Server Teams to create the closest mod and then just play.

My ideas are not original. I got them from: Elite, Net Trek, Privateer, ProtoStar, Starlance and Freelancer. Putting them together is only a matter of imagination.

At my current pace, I spend hours remembering what the heck I did the last time I worked on the Ship and other mods, so this may well become my life's work.

Comments?

Post Wed Feb 09, 2005 3:29 am

In the old Privateer games, the pilot would eject when you blew up a ship. Then you could sell him/her as a slave! Great way to gain a rep as a nasty pirate.

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