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Post Thu Oct 21, 2004 8:20 am

By the way, id prefer not to admin this, but if nobody will volunteer, i'll do it for the good of all.

Next idea: Fines for breaking the rules. You get one life, if your confused. Then a fine of a weeks budget will be taken, along with any extra forces you built but didnt have the credits for. 5 offenses will result in a ban.

Edited by - Outcast 1-1 on 10/21/2004 9:22:23 AM

Post Thu Oct 21, 2004 8:36 am

Here is an idea...

Each player picks a faction, starting with the first to join, then the next, etc.

Types:
House (Liberty, Rheinland, Bretonia, Kusari -note, includes ENTIRE house, not just military.)
Major Faction: (BHG, Outcasts, Corsairs, Hessians, Dragons, Junkers, Hogosha, GMG, IMG, Zoners)
Minor Faction (All rest)

Depending on the type, each player gets a certain amount of credits. They then buy ships, build bases, etc. in their systems. This build is instant, but the rest are not. The bought items may be placed in any system controlled by that faction.

Buyable items:
LF
HF
VHF
Battleship
Cruiser
Gunboat
Capital Ship Shipyard (Like Baltimore)
Fighter Shipyard (Like Tripoli or Ft. Bush)
Large Station (Like Newark, Bush, or Kyoto)
Small Station (Like West Point, Sheffield, or Mactan)
Terraform Planet
Explore Party (To explore deep space for new systems.)
Research Project (After approval by a judge, you may pay for a project to create a new technology. This takes three turns to complete.)

Prices vary per faction, due to resources.

Then, the game starts. Turns are now regular, and here are the steps in a regular turn:

1. Place Units- Units may be placed from last turn.
2. Purchase Units- Units may be bought and paid for using last turn’s income, but not placed.
3. Alliance/Trade Agreement Offers- Players may offer each other alliances or trade agreements (trading commodities from one base owned by one faction, to a base owned by another.)
4. Move Units/Declare Battles- You may move your units up to two systems. Declare any battles. Battles are frozen (no units in or out of the system, unless the attacker withdraws)
5. Calculate your new income. (Add any trade agreements, or any other income to your base.)
I will update more later...

Post Thu Oct 21, 2004 9:44 am

I'd volunteer to admin this. I don't exactly have much experience in the area, but I do have plenty of free time, which always helps.

Post Thu Oct 21, 2004 9:46 am

You know, someone could try to make a great big Excel spreadsheet to calculate everything...

Edited by - Codename on 10/21/2004 10:46:34 AM

Post Thu Oct 21, 2004 9:56 am

Are you voulentering CODE?
Why dont we see about voteing for a guy to manage this thread so then let the CYOFRPG M.K.2 elections begin

Edited by - Omega Chief on 10/21/2004 11:01:18 AM

Post Thu Oct 21, 2004 2:16 pm

Well, I have a lot of experience in this area. I think that I could run this very well, as long as I got to play too!
Vote for me!

Edited by - ww2jacob on 10/21/2004 3:17:18 PM

Post Thu Oct 21, 2004 2:18 pm

Basically, I'm volunteering.

Post Thu Oct 21, 2004 4:11 pm

Hey, something we really need to be deciding now: ARE WE GOING TO USE A MOD!?




Captain of the Kep Salu

Trekkie and proud of it!

Post Thu Oct 21, 2004 4:19 pm

I don't really want to. I'd rather just play again using everything we've learned.

Post Thu Oct 21, 2004 10:49 pm

NO MODS


i vote for ww2jacob, but you cant play and admin. so i request that you giv eup your post as a player.



Edited by - Outcast 1-1 on 10/21/2004 11:50:42 PM

Post Fri Oct 22, 2004 4:38 am

I agree we need some rules but too many will take the fun out of the game.

here are a few things we do need to do

1. Either a complete ban on super weapons or a system that would make them to risky to use unless you were absolutely desperate (ie. there would be a 75% chance of it backfiring during development and destroying you).

2. The turn system for building and research is definitely a must. However you should be able to set up a system so that if you can't post by the end of the day an admin. will post a default build turn for you. (ie. at the begining everyone submits what they want to build if they can't post).

3. There should not be a limit on non build posts. If you do that everyone will just submit one superlong post each day.

4. We need to have all the factions at least available if not actually owned at any particular time

Post Fri Oct 22, 2004 4:51 am

These are just some suggestions but not as critical as the other post.

A. Instead of having each faction having individual strengths and weaknesses group them into different types. Here is what I was thinking:

1.House Navy (ie. Liberty Navy, Reinhland Navy) - Better and more ships but everything is more expensive. Best capital ships.

2. police (ie. LSF, reinhland federal police, BHG) - good ships and spies, the most balanced type of faction.

3. Corporation (ie, universal shipping, samura) - weakest offensive ships but best armor and frieghters.

4. Pirate (ie. Liberty Rogues, lane hackers) - good personal fighters. adept at evasion and hit -and -run tactics.

5. Revolutionary (ie. unioners, blood dragons,) - similar to pirates, but since their primary enemies are usually House naval forces rather than house police,
their ships are configured more for taking on capital ships and gunboats.

**if freelancer was Star Wars the pirates would use X wings and A wings, the Revolutionaries would use Y Wings and B wings**

6. Smuggler (ie. junkers) - cheaper faster construction and research, but start out with the smallest initial force and infrastructure (bases and shipyards)



B. Since the outcasts and the corsairs have the potential to fit into several different groups they should have the option at the beginning of the Rpg whether they want to join forces and work as a House millitary or go their seperate ways and be pirates ( there actually would be advantages to the latter choice such as more powerful fighters rather than devoting resources to capital ships.)

C. There should be an option that would allow groups such as the various mining guilds and smugglers to build mining or recyling facilities to obtain resources directly, thus reducing construction costs by a certain percentage.

D. There should be a LIMITED ability to research jump rift technonogy for ships to large to be accomadated by a conventional jump hole. Energy and production costs of such a device would go up exponentially with the size of the object being moved rendering the "moving planet" fiasco impossible. (the rule from before about only being able to jump one system at a time was also a good example)

E. Battles should also be in a turn based format (if they are not already.)


summary: faction characteristics determined by group, alliance between outcasts and corsairs decided at the begining, cheaper ships for miners and smugglers, LIMITED jump rift research, battles in turn based format.



Edited by - vorticaldwarf on 10/22/2004 8:01:54 AM

Post Fri Oct 22, 2004 7:55 am

it would be easier to administrate this from another website, where we could create ulimited threads and so forth.

so ive set up a forum to do this: Click here

please all go and signup, we can discuss everything there.

Edited by - Outcast 1-1 on 10/22/2004 8:55:41 AM

Post Fri Oct 22, 2004 12:28 pm

Joined.

Post Fri Oct 22, 2004 1:54 pm

I disagree Outcast. I went to the site, and it is nice, but I think we should do it here. It is better here because it is easy to get new people to join, and I want it to be a part of the site.

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