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Combat and your ship
This is a free discussion forum on Freelancer. This is the place to discuss Freelancer issues NOT covered by the other boards!
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Is it feasible to finish the single player missions, and then, say I really like one of the liberty light fighters, go out and buy it and continue to survive? I guess what I'm really asking is, how much does pilot ability figure into space combat? Could a very skilled pilot in a dagger take out a less skilled pilot in a Titan? Also, the same question with weapons loadouts. If I have the best weapons in my light fighter, could I defeat a poorly equipped heavy fighter? How much do these things figure into who wins a fight?
There are a lot of variables. I think a player with Godlike powers greater than seen even from me could possibly beat the game with a Defender, but it would take maneuvering and tactics greater than Christopher Blair, Luke Skywalker, and Captain Kirk put together One on one I think any ship has a good chance at destroying the other, depending on how skilled the pilot is. Engine kill actually compensates for it a little bit, because you simply wouldn't be able to stay directly behind a VHF 100% of the time. Eventually you will find yourself in it's sights and you'll be breathing vacuum pretty quickly. That said, light fighters are all about avoiding whatever they're throwing at you (as opposed to HF and VHFs just take it and throw out some of their own) so if thats your play style I think you'll stand a good chance.
Well, if you go back and guy a "weaker" ship then you'll be limited in the types of weapons you can buy because of their classes. More advanced ships will have high class ratings which allow it to support more advanced weaponry. So, if you go back and buy a Liberty fighter, you'll only be able to buy weapons with a class of 4 (or was it 3, cant remember) or less. So, you better be frickin skilled to be able to hit your high level enemy enough times with your weaker weapons to kill him.
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in my case, id run away if i knew i was gonna die in the engagement
IM TOO YOUNG (andskilled) TO DIE IN THIS ENGAGEMENT
Take a raincheck??
Phoenix out
From this celestial bough all but one did fall into the pitiless fires of reach.
A soldier’s ignominy to have dreamt while his brothers bled. But oh, for the rest of us his shame was our salvation.
IM TOO YOUNG (andskilled) TO DIE IN THIS ENGAGEMENT
Take a raincheck??
Phoenix out
From this celestial bough all but one did fall into the pitiless fires of reach.
A soldier’s ignominy to have dreamt while his brothers bled. But oh, for the rest of us his shame was our salvation.
"He who run's away, lives to fight another day"
Wuss
In the eternal words of Monty Python's "Holy Grail":
"Run away! Run away!"
Seriously...It's a major problems with games, since you know you can just reload the game from your previous save, or respawn in MP, people have no conciderations for going all out and possibly "dying". Game writers tried to tackle this by playing around with the save system, but it usually causes the player to b#$%@ and moan. Me? I like How it was done in Sims, you die, you start again at the begining of the mission, and since missions were usually long, you would think twice about being shot down. Another way to limit the gung-ho syndrom is have the ships carry perishables, fuel, cannon ammo...In Space ships i would seriously consider adding some factor to limit your ability to wage war and to blitz the known universe. Fuel would be a good candidate. You know your mission, you know your destination? calculate how much fuel you need, add 10% overhead and try to avoid trouble. If your looking for trouble, your loadout would have been diffrent to start with. Does any of this makes sense?
I think that a freelancer, specially one trying to earn a living by trading (not exploring or bounty hunting, mining or just pirating) would definetly calculate every last aspect of the mission to maximayze profit. The other professions actually require long duration and endurance. So combining the two? perhaps by adding fuel tanks in your cargo hold.
It makes sense to me as your flying single seat fighters that are "small".
Anyone?
Maybe , someday.
I've seen things you people wouldn't believe. Attack ships on fire off the shoulder of Orion. I watched C-beams glitter in the darkness at Tan Hauser Gate. All those moments will be lost in time like tears in rain. Time to die.
Wuss
In the eternal words of Monty Python's "Holy Grail":
"Run away! Run away!"
Seriously...It's a major problems with games, since you know you can just reload the game from your previous save, or respawn in MP, people have no conciderations for going all out and possibly "dying". Game writers tried to tackle this by playing around with the save system, but it usually causes the player to b#$%@ and moan. Me? I like How it was done in Sims, you die, you start again at the begining of the mission, and since missions were usually long, you would think twice about being shot down. Another way to limit the gung-ho syndrom is have the ships carry perishables, fuel, cannon ammo...In Space ships i would seriously consider adding some factor to limit your ability to wage war and to blitz the known universe. Fuel would be a good candidate. You know your mission, you know your destination? calculate how much fuel you need, add 10% overhead and try to avoid trouble. If your looking for trouble, your loadout would have been diffrent to start with. Does any of this makes sense?
I think that a freelancer, specially one trying to earn a living by trading (not exploring or bounty hunting, mining or just pirating) would definetly calculate every last aspect of the mission to maximayze profit. The other professions actually require long duration and endurance. So combining the two? perhaps by adding fuel tanks in your cargo hold.
It makes sense to me as your flying single seat fighters that are "small".
Anyone?
Maybe , someday.
I've seen things you people wouldn't believe. Attack ships on fire off the shoulder of Orion. I watched C-beams glitter in the darkness at Tan Hauser Gate. All those moments will be lost in time like tears in rain. Time to die.
Well, I'm rather worried that the Titan would be the most powerful ship, and have all players flock to it, and anyone caught with another ship is as good as dead.
Well, sure the Titan takes a lot of money to buy, and therefore takes a lot of time to get there, but is it nigh invincible with it's incredible hull rating and power?
Actually, I'm just curious as to how maneuverable it is - is it still less than other fighters?
Edit: I mean, if it's less agile than others, then should be possible to beat with a skilled opponent in a weaker, but more agile, ship. I think agility is pretty much the way to go.
Why make your own mistakes when someone else has already made them for you?
-Learn from the skeletons floating in the piranha pool: NO SWIMMING!
PS: For agility being the way to go, I mean up to a limit. The shroud in SL was just too much.
Edited by - Whasp Commander on 12-02-2003 04:07:46
Well, sure the Titan takes a lot of money to buy, and therefore takes a lot of time to get there, but is it nigh invincible with it's incredible hull rating and power?
Actually, I'm just curious as to how maneuverable it is - is it still less than other fighters?
Edit: I mean, if it's less agile than others, then should be possible to beat with a skilled opponent in a weaker, but more agile, ship. I think agility is pretty much the way to go.
Why make your own mistakes when someone else has already made them for you?
-Learn from the skeletons floating in the piranha pool: NO SWIMMING!
PS: For agility being the way to go, I mean up to a limit. The shroud in SL was just too much.
Edited by - Whasp Commander on 12-02-2003 04:07:46
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