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Control your own faction Rpg discussion (IE, where to go nex

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Post Mon Oct 18, 2004 5:44 pm

Control your own faction Rpg discussion (IE, where to go nex

Well, with things about to come to a head with the Axis/alliance war, and the Peace leauge now raiding supplys to end the war, what happens afterward? Can we branch out and start a new plot involing an alien invasion since the LRF will now be exploring the galaxy for the sirus systems?

Or will new pirates rise up and begin the cycle anew, or is the thread to be scrapped and re-started?

Captain of the Kep Salu

Trekkie and proud of it!



Edited by - richardson on 10/18/2004 7:03:46 PM

Post Mon Oct 18, 2004 7:43 pm

I was thinking a new thread in which we start over using the rules we have developed over time. Everyone would pick factions again, and then we would create a new plot.
An alien invasion sounds good.
Or something to do with the Coalition returning?
I was thinking about starting a thread like this, because we are getting to a climax with the current thread, and we will probably re-start.

____________________________________________________
Member of the UTF clan.
Member of the ~{Liberator[}~ clan.
Creator of the Freelancer Fan Fiction Collection.
Author of Various Freelancer Stories.
Associate Judge and Master of the BHG in the CYOF RPG.


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Post Mon Oct 18, 2004 7:48 pm

One problem with an invasion of Sirius is that you need someone to take control of the very powerful invading forces. Whoever controls them would be have a bit of an unfair advantage, don't you think?

Post Mon Oct 18, 2004 8:00 pm

But, they would be teamed up on, and they would have strict limits and rules, like they could only build so many ships a day, etc.
Dunno, just an idea.

Post Mon Oct 18, 2004 11:09 pm

We would need strict rules for everyone jacob. You are fully aware how much the current RPG has got out of hand in terms of ships and technology. I did say we need to have limitations on stuff like this about 10 pages back

Some really tight rules need to be put in place and agreed before it starts.

Post Tue Oct 19, 2004 12:35 am

This is really good concept and should be coninued. I think we should do something(peace or something like that) and continue with something like invasion.

Post Tue Oct 19, 2004 6:09 am

Here's my proposal. First, 1 Turn = 1 Real World Day.

Each base can perform one of three things each turn:

1. Build ships
2. Research technology
3. Hire troops

In 1 turn, a single base can build:
0.1 Command Ships (it takes 10 turns to build a Command Ship)
OR
0.5 Battle Ships (it takes 2 turns to build a Battle Ship)
OR
2 Very Heavy Fighters
OR
5 Heavy Fighters
OR
10 Light Fighters

A single base can also hire 100 troops in 1 turn.

How long it takes to research technology will be decided later.

This should keep ship and technology levels from getting to far out of hand, since it takes a great deal of time to build a large navy up.

I also propose we keep the Idun Shield technology, since it does make battles for control of planets and bases more interesting.

Post Tue Oct 19, 2004 6:23 am

That's a very good idea Arilias. I'd modify it slightly though and make the bases upgradeable as well. Perhaps give them lower starting stats and then, as they get bigger, allow them to maybe specialize in the production of certain units.

One reason that I didn't join the first CYOF RPG is that I saw there were too few controls and, as Bret said, the tech and military development spiralled way out of control. If controls such as these were placed on any future RPG I may just decide to take part. (And woe betide any who cross me. )

Post Tue Oct 19, 2004 9:41 am

*remembers to pick a fight with CODE*

First of all my thoughts. Fantastic concept the RPG, thats why i joined.

So my ideas:

NO tech advancements. It might be nice to have lots of new weapons and other forms of tech, but it spiralled way out of control as we tried to better each other. We need to keep it to the current FL universe so no jump drives etc. This way, we don't need to keep an eye on what new powers someone has. This may cause the argument that Rheinland is more powerful than Liberty because there ships are stronger. All we have to do is agree on a medium. Liberty can field more than Rheinland say.

A house is more powerful than a corporation and pirates (Exclude Outcasts and Corsairs) Even the most powerful corp couldn't stand up to the military might of Liberty. The finance and the numbers just aren't there.

Limit the number, if not disregard finding new systems. This is something that was bothering me which is why i only found one system. There are WAY to many discovered systems and its an easy way to increase ones power by doing so. Either limit to one or get rid of this concept completely.

Limit the number of ships via a predtermined amount. This way, as i said about 15 pages back, fleet sizes were way out of hand. In theory, Hispania cannot win because of the amount of ships the factions own. But the above rule about power levels can sort this out.

Diplomacy. This means very little in the current RPG. I can offer someone millions and millions of credits as this money means nothing. It makes no difference to either faction it comes down to personal preference if someone wants to align themselves with someone. So perhaps a finance structure of somesort? Bretonia has access to gold, it would be handy for another corp to have access to, much like Fang Dragon has asked for access.

Some form of realism. No disrespect to you Wilde, but as i think Omega Chief said, the GMG would never become friends with Rheinland. Not after the war. The same could be said with the Corsairs and Outcasts, but they have a common tie in they are from the same sleeper ship.

And thats about it, my brain is fried. If i think of anymore, i'll edit this.

Post Tue Oct 19, 2004 10:21 am

A finance system would be important - a lot of factions survive in the Freelancer universe because they have a lot of resources (Outcasts, for example, or the Mollys).

And no more instant "I send a battlefleet to the criminal base and blow them up" deals. The reason places like Mactan, Ainu, and Buffalo still exist is that the Houses have never managed to FIND them.

Adding in a finance system would make it easier to regulate big armies, as well. The whole reason nobody would REALLY build a fleet like the one Rheinland built is that such a fleet would be incredibly expensive.

As for technology levels and balancing the Houses... here's how it works, we'll let each House design new fighters and capital ships, but all of them have to match certain limits for their classification. Also, more advanced ships are more expensive. Liberty Defenders can be built and sold at far cheaper prices than Rheinland Valkyries.

Post Tue Oct 19, 2004 10:45 am

Bret said:

This may cause the argument that Rheinland is more powerful than Liberty because there ships are stronger.

And Arilias said:

...more advanced ships are more expensive. Liberty Defenders can be built and sold at far cheaper prices than Rheinland Valkyries.


Don't think of it in those terms. The only reason that Valkyries are more powerful than Defenders in FL proper is to promote a certain level of increasing difficulty (one thing to consider is that in the early scripted missions you are able to take out many Valkyries in a Defender) and to give people a reason to keep playing. After all, if all the ships had pretty much the same stats would anyone buy a new ship? I think not.

For the purposes of the RPG I would suggest that you assume all LFs are about the same, all HFs are about the same and so on. Of course you would want to allow for some variation (some might me more maneuverable, other may be more powerful and yet others may be faster) but, in the end keep it essentially balanced.

Post Tue Oct 19, 2004 12:35 pm

Hi guys. sorry for leaving the old one, i couldnt keep up. However, im willing to start (and take part in) a new one, if everyone will limit themselves to 1 post a day.

Summing up what eveyrbody has said:

No new technologies.

I belieive the best idea would be to start afresh, but everyone choosing new factions. I think Outcasts and Corsairs should be elft out this time. But this time, the factions would be chosen in order: Only top 5 bases are listed, for reasons explained later:

Navies: Liberty - West Point Academy, Norfolk Shipyard, Battleship Missouri, Battleship Yukon, Battleship Mississippi. (Defender)

Rheinland - Oder Shipyard, Battleship Westfalen (Valkyrie)

Kusari - Battleship Nagumo, Battleship Matsumoto, Battleship Myoko, Kansai Research Station, Nansei Research Station (Dragon)

Bretonia - Battleship Suffolk, Battleship York, Battleship Norfolk, Battleship Essex (Crusader)

Major Criminals: Rouges - Buffalo Base, Montezuma Base, Alcatraz Depot, Padua Base, Dawson Base (Bloodhound/Wolfhound/Mule)

Hessians - Vogtland Base, Ronnenburg Base, Freital Base (Dagger/Stilletto)

Dragons - Kyoto Base, Ryuku Base (Dragon/Hawk)

Mollys - Arranmore Base (Bloodhound/Wolfhound/Mule)

Police: Liberty/Rheinland/Kusari/Bretonia (Patriot/Banshee/Drake/Cavalier)

Major Corporations: DSE/Daumann/Kishiro/BMM (Starflier/Startracker/Hawk/Falcon/Rhino/Clysedale/Drone/Humpback)

Independents: GMG/IMG/BHG (Startracker/Hawk/Falcon/Pirhana/Barracuda)

More Criminals: Xenos/Unioners/GC/Gaians (Starflier/Startracker/Hawk/Falcon)

This would mean everything would be balanced, with all the houses chsoen first, rather than Bretonia and Kusari getting killed, like in the last one.

Also all HFs and LFs should be equal. Hamerhead, Sabre and Eagle would be banned to equalise things, Titan is with Corsairs (who are banned anyway).


The turn system sounds good. but i'd like to change it to:

0.1 For new base (maximum bases 5) (if a faction has more than 5, only 5 can be used to produce stuff)

0.2 For Battleship (can only be produced at shipyard) (maximum 20)

0.33 For Crusier (only at shipyard) (maximum 50)

0.5 For Gunboat (only at Shipyard) (maximum 100)

5 LFs (maximum 300)

2 HFs (maximum 200)



Edited by - Outcast 1-1 on 10/19/2004 1:59:06 PM

Post Tue Oct 19, 2004 12:54 pm

We do need to have each corp start anew at the beginning. Although, i'm going to slightly disagree with outcast on factions that can be chosen though. I do believe that we need to have the Corsairs and Outcasts in the game. We do i think need to have all the other criminal organisations and coprs in it as well. It gives variation. But with regards to the 4 houses, i think whoever choses them takes control of the House and not have the police and navy as two seperate factions. Just my 2 cents...again

Post Tue Oct 19, 2004 1:00 pm

i just edited it while you typed that

Post Tue Oct 19, 2004 1:44 pm

To build on what Outcast 1-1 said...

Allow for more bases, capships, fighters and whatnot but have "upkeep" costs as well. You could generate upkeep points by having certain bases simply produce "general goods" or "upkeep points" (these would be bankable and tradeable so people would want to keep a close eye on their UPs as well as the UPs of others). Also, you can utilize whatever resources you have to offset costs (ie. Bretonia could sell its gold and then use the money to buy more upkeep points). In other words, if one wanted to build up a huge navy one would have to have a certain number of stations/planets simply generating income and not producing anything.

I'm beginning to think this is becoming a bit too mathematical though. That may suck the fun out of it.

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