I finally got into trying out the mod today ... don't take it personally, it's just that working on this mod's predecessor for monthes straight made me swear off Freelancer entirely until January :lobsided grin:
Anyway, I finally loaded it up and was *very* pleasently surprised to see Vindicators over Manhatten in the intro ... the whole effect is one of professionalism, and helps convince people this IS a total conversion instead of a piecemeal job. I was a little concerned in the first mission, where things were too hard (the pirate ships were nearly invincible one-one-one) ... then I got the Crossbow and blew everything away without taking any damage! Actually, I never took much damage in the Epee either, which is a bit concerning ... you'll probably want to edit the shield and armor values in future versions.
Other suggestions:
-change Cardamine to Brilliance (and, possibly, eventually add Ultimate)
- change name of Confed Hornet. This seems odd, considering that all the other ships are preceded by their designation. It's probably be better to replace it with its proper form, the F-32 Hornet.
-replace faction police with InSys Security, the Confed police force (also the guys Blair flew for at the beginning of Wing2)
- Think about removing afterburners from the Crossbow (as the ship info lists it as not having them and it'd help balance things out a bit).
- Increase collision damage as it'd make asteroid combat more Privateer-y (but not too much - the autopilot has a nasty tendancy to smash you into objects when docking with tradelanes and the like) ...
- Instead of making all hardpoints level 10, make them either light, medium or heavy, and split the weapons accordingly. This'll keep players from making all six hardpoints on the Thunderbolt fusion cannons and blowing everything to Kingdom Come
- Add armor upgrades, as in Privateer.
Also, the file I posted earlier has a Steltek drone subbed for the Nomad fighter, but it's not very good ... you might want to look at it anyway.
You may also want to look into increasing speeds - say, doubling them (which would also reduce dependancy on the afterburner for short-distance bursts) ... of course, you don't want to make it TOO fast, since then the game becomes all but unplayable (shudders at the memory). Interesting, the autopilot isn't too much affected, and is even quite proficient at handling the extra bursts.
Look into editing the missile stats - at the moment, they don't seem to do much except knock you around a lot. My recommendation would be to drastically increase their stats, then limit the amount you can carry (throwing fifty missiles out isn't really WC, unless you're on a frigate or something). An idea would be to make the ammo take up cargo space - this would limit you from being a super trader/bounty hunter and also make things more realistic.
I also experimented a bit with the Stormfire, but found it unbalences the game. You might want to try a Stormfire with limited ammo and/or refire rate.
For Tolwyn:
This is a minor complaint, but I don't really like the paint scheme of the Crossbow, I prefer the original, more colorful one which I believe is shown in a screenshot on the website. While the more subdued scheme is perfect for the more subdued Freespace engine, it just doesn't match with Freelancer, which is often fairly carnival-like (look at the costumes if you don't believe me). Freelancer makes much greater use of color than in Freespace2, and compared to it, the Crossbow just looks ... a bit bland (not to mention it also lacks the FS2 engine's specular lighting). This isn't bad on the other ships, since they're far superior to any current maps ... but on the Crossbow, it just seems a bit disappointing, almost a step back.
Also, I'm sorry to say the Sabre skins are messed up. Looks like you may have forgotten to flip them in Paintshop beforehand
Overall though, I'm *very* impressed with what's been done here, and glad to see Wing Commander in Freelancer isn't dead
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Keep it up, everyone!
Edited by - Bob McDob on 1/30/2004 9:29:45 PM