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We should try to get the license

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

Post Fri Jun 29, 2007 12:33 pm

No, it's highly unlikely that there were royalty agreements. It's just not done that way in the video-game industry -- or not yet anyway. Both the Screen Actors Guild and the American Federation of Television and Radio Artists have tried to bargain for royalties, but to this point, such negotiations have always concluded with pay raises but no royalties.

We'll stay tuned for future developments, and I guess it would be nice to verify that Freelancer was not some industry fluke. But we shouldn't expect this to be a problem.

Post Fri Jun 29, 2007 12:41 pm

I dont think your going to get the Mother of all capitalist Companies to release thier product also

This is a company that would sell Ice to its own grandmother in sweden in the Winter Time and Patent the process and sue anybody who had the Nerve to freeze to death as Patent infringment

I fiqure that they could maybe be Conned into Re -- Releaseing the basic program under Vista ( god forgive me ) with a Mod and Editing package attached

As a anniversary kind of thing to keep thier Ego monopoly going and back thier product and stranglehold and use of the disk while allowing the modificastion of the program for thier own edification ( and ours ?? )

Thats i Think your best Shot -- Appeal to the Giants greatest weakness -- his wallet and its potential growth

while hopefully getting some recognition for the Mod Creators and Site

Post Fri Jun 29, 2007 1:04 pm

What about the Father -- Chris Robert -- FreeLancer is a descendant of Wing Commander and Privateer and Starlancer ( a truly great set of games -- lets not mention the movie )

-- Query him for idea's or get him on Board and that would lend some weight to the whole arguement or help you get publicity or such

Just throwing thoughts out at this point

Post Fri Jun 29, 2007 4:58 pm

chris roberts has disavowed spacesims - so i don't know how much luck you would have there, even if you did manage to get a real conversation. i only brought up the-game-whose-name-shall-not-be-spoken because it's a good example of how a good engine can be sabotaged with poor quality modeling, storyline, acting, and gameplay-concept (SHMUP = fun. nonSHMUP = X3.)

i hear a lot of claims about great physics in FPS games; but do they *really* use physics? bullets ricochet, and you fall w/ acceleration (gravity) but most of it is just walking around and shooting ain't it? spacegames use physics in the most classic sense; for obeying newtons laws which are better observed in space than on earth. even in FPS games objects in motion tend to lose momentum. i got an idea: write an engine to track the paths of 30 pieces of debris, flying from away from a common origin point for say 1-20 minutes. now, make that engine capable of synchronizing hundreds of these events on different computers separated by thousands of miles and connected by internet/lan. holy crap, you're a programmer and therefore qualified to criticize other programmer's physics-implementations, congratulations! now, write us a new spacesim!

Wing Commander? uhhh lol yeah i played it... and the sequels, privateer, academy, armada, and prophecy which i still like for its more demanding gameplay - but its physics suck

Edited by - Cold_Void on 6/29/2007 6:03:14 PM

Post Sun Jul 01, 2007 11:51 pm

wing commander was the most favorite space sim of the past 15 years and the first one with a multiplayer support
privateer is directly connected with wing commander since it does play in the same "universe"

but that are old games... something we never should forget
ill try to test the new wing commander arena as soon i get that into my hands

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