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Control Your Own Faction 3 Signup Thread

Read, add and comment on excellent written stories by fans, set within the Freelancer universe

Post Fri Dec 10, 2004 4:30 pm

The reason the junkers survive in the game is not because their bases are secret, but because the Houses have come to regard them as a necessary evil. In fact I could be wrong but I believe that being a junker actually puts you on better terms with most houses than being a bounty hunter. The basic idea is that the Houses have realized that the junkers will exist no matter what, and that they are not a sizeable millitary threat, so it is easier to keep them close where their activities can be monitered and controlled to some extent than to have them go underground.

Post Fri Dec 10, 2004 4:52 pm

Omega 11, 41, and 5 as well as all the Omicrons and Chugoku have no house presence for a reason. They should have to do an explore system to even find these.

Post Fri Dec 10, 2004 5:45 pm

I love Xenos and would rather not switch we could however ally e-mail me if you wnat to discuss it further

Post Fri Dec 10, 2004 6:22 pm

Yeah, I agree, but Houses could still try to root out the bases in the Edge worlds--that's what the Houses in 3.0 did. Especially the ones like Vogtland and Buffalo which are actually in House Territory. The ones in the Border Worlds--Mactan, Pacifia, Dawson etc.-- are also fairly vulnerable. Not only should houses HAVE to send out exploration teams to find the hidden bases, it should also be possible for the owners of the bases to kill off the exploration teams before they have a chance to return with the information.

Example:

Liberty sends out an exploration team to search for Buffalo Base in New York.
Result: 2. Liberty finds the base

Rogues send out fighters to kill off the exploration team
Result: 1. Exploration team destroyed.

Perhaps it could go in an order of 1-2 success, 3-10 failure for Houses and 1-3 success, 4-10 failure for the criminals.

Also, 1 thing needs to be taken into account: Outcasts fly Sabres and Stilletos, whereas Rogues fly Blood and Wolfhounds. It's just as easy to take out a troop of Rogues as it is to take out a troop of Outcasts, despite the obvious difference in skill and ship capabilities. Perhaps--this might be too much work--the stats for each individual ship could be worked out to account for this difference.

Post Fri Dec 10, 2004 6:23 pm

To ww2jacob: I have a big favor to ask. Could we please push the actuall start date back until after new years or at least until after christmas. I'm going home for christmas break next week which means I'll have to fight with siblings and parents and dial up to get any computer time. Needless to say I don't know how often I will be able to post if at all and I really don't want to miss the begining of this game.

Post Fri Dec 10, 2004 6:59 pm

I call GMG!

Post Fri Dec 10, 2004 7:29 pm

i beleive that is already been taken by wilde.

Post Fri Dec 10, 2004 8:18 pm

Relinquesh my allies' faction. errrr

Most people fear the unknown.
Most people haven't met me.

Post Fri Dec 10, 2004 8:34 pm

Gunblader whos your ally?

I second the extra powered ship idea.

Post Fri Dec 10, 2004 8:44 pm

I still believe in Total Customization slots
you'd get 2 slots
and 4 options for a ship class (or if you want to complicate it further, for specific battlegroups)
Like
Extra Shielding
adds an extra hit to kill
Added Firepower
Increases Successful Research allotment by 2 (researches counted as a SUCCESS)
on FA and CA
Added Flak Turrets
Adds 2 CD FD Stat Allotments
Added Engines decreases hit possibility by 20%
and allows 4 systems/turn (6 tradelaned) and jumphole usage
Numbers, as always are reworkable

Post Fri Dec 10, 2004 9:05 pm

no I changed my mind and took Hessians. Someone else can take the GMG.

Post Fri Dec 10, 2004 9:09 pm

Guys, don't forget that this is the signup thread. Post ideas for the rules in the #3 discussion thread.

@VD- Perhaps, but a lot depends on how the beta test goes. I'll give you a definate answer later on.
@Deathspike- Those would make the rules and the battles far too complicated.
@Wilde- I like the pirate retaliation idea, but I don't really think that the others would work too well.

I see that my other idea won't work unless we get more people than factions.

An IMPORTANT note:
Both our agreed judges have had to back out for one reason or another. I am looking for one or two more judges. Contact me via email if you are interested.

Post Fri Dec 10, 2004 9:44 pm

Could I propose that we have a collective judge effort--obviously with an executive to agree ultimatley on the decisions, but something more like v. 1.0 where roughly everyone monitors everyone else. That way the work is divided among the population of CYOF and not forced on 1 judge.

I also really want to bring back strategic as opposed to statistic and forced-based battles. Anyone can judge those as long as they're fairly unbiased.

So far:
ww2jacob: Bretonia (House)
Codename: Rhineland (House)
DeathSpike: Kusari (House)
Gunblader: Liberty (House)
Triyun: Corsairs (Pirate)
Vorticaldwarf: Outcasts (Pirate)
Wilde: Red Hessians (Revolutionaries)
Omega Chief: IMG (corporation)
Chessalavakia: Xenos (pirates)
TRFL: Junkers (smugglers)
Roc: Liberty Rogues (pirates, I think...)
Dragonborn: Lane Hackers (Pirates)
Centurus: GMG (corporation)
Stormtrooper10: Bundschuh (revolutionary)
TKaz84: Blood Dragons (revolutionary)
RecklessReaper: Bounty Hunters' Guild (corporation)
The Creator: Hogosha (smugglers)
Connarius: Zoners (where the hell does this faction go??)
Captain Kill2: DSE (corporation)

Unchosen:
Unioners (Revolutionary)
LWB (Revolutionary)
Gaians (Eco-terrorist idgits, aka revolutionaries)
Mollys (Pirates)
Daumann, Kruger, Republican, Gateway, Bowex, Kishiro, Planetform, Ageira, Samura, Orbital (corporations)

That's it so far--this is HUGE compared to last rpg--19 factions.

Also, I've just finished reading the rules on version 3.0 and I really like the changes made. Jood gob. 1 thing needs to be made clear tho--the "secret" systems (Alpha, Gamma, and Chugoku) can't be secret to those with bases in them. The Outcasts know where Omicron Alpha is, so if they choose they could transfer the location of the system and a path to it to an ally, e.g. the Junkers. Allies should also have knowledge of where the other's secret bases are located.

Lastly--are the rules from the last game concerning starting ships (5 LFs/small station, 10 LFs/large station) going to be the same for this one?

Edited by - [ACWilde on 12/13/2004 6:13:33 PM

Post Fri Dec 10, 2004 10:36 pm

To the guy who said jacob was a founder: Hes not mate check the CYOFRPG site jacob joined later on and i think i will stay as the IMG so we've cleared that up now

Roc

Post Sat Dec 11, 2004 4:44 am

Ok Chessalavakia I'm ok with being the Liberty Rogues. I only wanted to be the Xenos cause i'm the leader of a clan called the Xenos on Asgard. I'll be the Rouges though(they have more bases anyway)

Roc

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