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Dynamic Universe thoughts...

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Post Wed Mar 05, 2003 9:11 pm

Dynamic Universe thoughts...

Hello

I've been idly waiting for my copy of FL to arrive, and after playing the demo and figuring out the basics of the game I'm thinking about how a dynamic universe would be best implemented in the FL framework. This isn't really a 'gee I wish FL had been shipped like this' thread, or even a mod suggestion (although if someone thinks it can be done, yeeha!). I'm just playing around with what-ifs somewhere where (hopefully) the DA team can hear me!

I'm thinking the most streamlined way to incorporate it would be to include a 'Faction Dominance' chart that would look a lot like the 'Reputation' chart that already exists. This chart would keep track of how badly a particular faction had been beaten back. The sliders would move after a successful mission, and would be linked to the difficulty level of the mission.

For example, say that as a Liberty Navy employee (temp, of course!), I performed a successful level 20 mission to eradicate a group of rogues in the Badlands. Once completed, the Rogues influence would drop, and the LN's influence would increase; this increase would be larger than if I took a level 10 mission, but not as much as if I'd tried a level 30 one.

Make sense?

The fun part is taking it a step further, and incorporating that new influence into the game world. With a high enough influence, Navy patrols are increased, and smuggling is harder in the Liberty System. If influence is lowered by a sufficient amount, then the odds of a Rogue ambush are reduced. Missions against them need to travel further into the badlands in order to find their targets.

And the coup de grace: once a faction has been beaten down to nearly nothing, a mission appears offering to eradicate them once and for all by destroying their base of operations.

Can you imagine how unique each multiplayer server would be in this scenario? Perhaps on one server the Liberty Police are a juggernaught, and crime is nearly non-existent in the Liberty System. On another, crime runs rampant as the Rogues have taken over, destroying Fort Bush and eliminating the Liberty Police.

Taken one step further, perhaps the station you destroy produces a commodity, creating a permanent increase in demand. The prices would then rise slightly on a universal scale.

Like I said, this ramble is just to pass the time until I get my hands on the real version. How would you make the FL Universe dynamic?

Crowley

Post Wed Mar 05, 2003 11:53 pm

Well that would be cool (killing enough rogues and finishing them off)...or does that really happen? Oh well, you cant destroy dockable bases like Ft. Bush. Those stations dont have shields or health and it said in an earlier thread that you cant. It would be cool, but if you destroyed like some random base, and say a really nice ship is there, or if Juni told you to meet her at that base, you would have a problem...although she probably isnt that dumb...

*If you have a cat and a dog in the same house, will that be a problem? Of course not, you might just have solved world hunger*

Post Thu Mar 06, 2003 12:38 am


For example, say that as a Liberty Navy employee (temp, of course!), I performed a successful level 20 mission to eradicate a group of rogues in the Badlands. Once completed, the Rogues influence would drop, and the LN's influence would increase; this increase would be larger than if I took a level 10 mission, but not as much as if I'd tried a level 30 one.


very nice idea. some sort of influence area is already visible on the navmap, only its not nearly as variable as it should be.



"Yes, it's the right planet, all right, " he said again. "Right planet, wrong universe. " Hitchhikers guide to the Galaxy

Post Thu Mar 06, 2003 1:29 am

This would be great ... but it's something we have to pray for DA to do in a expansion or something ... it surely can't be accomplished by modding ...

Also,those political maps are static, I've never seen them change ...

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