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Easy dying

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

Post Wed Mar 12, 2003 5:46 pm

Easy dying

First of all, I think the game, specifically in multiplayer, is MUCH to easy. The game is out a few days and me and my fellow-gamers reached lvl 38. It took us about 10 hours to accumulate 3 Million!!!
Dollars. At that point, the game gets boring. Why would we want to start exploring the sectors now?
We know from the walk-throughs where to find the big guns, we know that there's nothing really exiting to do anymore because we have everything one can dream of in this game.
I expected this to happen after 100 hours of playing.
Here are some elements, that would make the game more interesting, and which are very easy to code:

1) You loose your ship, if it explodes, then
1.1) You get the starfighter from the beginning
1.2) You keep your money + the money you would have gotten from your last one ("assurence" - the worth of the starfighter
2) Shipwrecks' locations are random on each server
3) randomized trade-routes. Now it's like ("We start the New London-Manhattan for 3 hours, then head for Hamburg, and until dinner we're rich"
3.1) I agree that would require a decent algorithm, but I am sure the devs could handle that!

With these simple changes, you could look up to players, that fly a falcon. The player with a perfectly equipped Titan would be like a god to you.
Now, if someone is flying the state-of-the-art Titan, you just know he spent his free-day flying diamonds from Hamburg to New York and made the route to the shipwrecks, he "incedently" found...

Another aspect, that would take a bit longer to code would include the possibility of having a "second fighter". Not that you could choose which one to fly with, but that you would get this second fighter, after the first one exploded.

These changes are merely "game types". I think of a few checkboxes you can check/uncheck before you start the server to specify which game type your server plays...

What do you guys think?

Post Wed Mar 12, 2003 6:11 pm

Something like randomized trade routes has been discussed; the implementation of a free, fluctuating economy. That'd add a lot more depth to the game, but I don't think it would be all that easy to add.

Post Wed Mar 12, 2003 6:55 pm

No offense, but I doubt the game was created with the intent to keep it interesting for those who utilize spoilers. The whole reason they are called "spoilers" is that they spoil the game for the majority of people who will play it.

I'm not disputing the fact that someone may discover through perfectly legitimate play how to utilize a particular trade route to "powergame" themselves up to an absurd level and thus ruin the fun of advancing in the game for themselves. I happen to whole-heartedly agree that a "fluid" economy would go a long way to resolving this. I really don't understand why it is percieved as being such a difficult feature to add, games streatching back years have had fluctuating economies going all the way back to BBS games like "trade wars". Even if it was only dropping the ammount that a merchant will pay for a particular product as their stock of that item increases. Hell privateer 1 did this did it not?

Post Wed Mar 12, 2003 7:09 pm

I agree with kaelzath. If you know the locations of all the good guns and stuff from walkthrough and such, you just spoiled the game for yourself.
I have enjoyed playing and exploring on my own, and have logged over 18 hours on the SP storyline, and have only reached the 8th mission. I've only been to just under half of the systems, most of which are largely unexplored.
I estimate that I'll get better than 40 hours of play out of the SP game, then I'll probably start again in the multiplayer and have some fun there. I don't plan to explore every nook and cranny the first time around because I want to save some exploration potential for the multiplayer.

Post Wed Mar 12, 2003 7:19 pm

I hope it's not a difficult thing to add. It wouldn't be for Digital Anvil, I would assume. But I was speaking from the perspective of modders, as something that would change the game as much as a free economy I feel Digital Anvil would save for an expansion, or the sequel. The dynamics of the game would be significantly impacted.

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