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Freelancer Scale... - Printable Version +- Discovery Gaming Community (https://discoverygc.com/forums) +-- Forum: Discovery Development (https://discoverygc.com/forums/forumdisplay.php?fid=7) +--- Forum: Discovery Mod General Discussion (https://discoverygc.com/forums/forumdisplay.php?fid=37) +--- Thread: Freelancer Scale... (/showthread.php?tid=38068) |
Freelancer Scale... - Lancelot9 - 04-07-2010 Is it possible for the modders to reduce the size of the models? Freelancer scale is ridiculously out of proportion. Ships should be a tenth of the size that they are. I can imagine it would be a pain to do though. Freelancer Scale... - Jinx - 04-07-2010 simple answer - "no" you forget that with sizing things down, you also need to adjust every other aspect of the game... - shipspeed -ship strafespeed - projectile speed - weaponranges - trading you wanne do all that AND balance it? - Freelancer Scale... - teschy - 04-07-2010 ' Wrote:simple answer - "no" Yeah, they can barely cope with what we have >_>. Freelancer Scale... - Lancelot9 - 04-07-2010 Fair point. Would the following not work without any imbalance? Proportionate downsizing: Weapon ranges (excluding CDs) Projectile Speed (excluding CDs) Ship speed (non cruise) Strafe Speed No downsizing: Cruise speed CD range CD speed In these cases trading need not be affected, and combat mechs should remain the same. I do see that this would create a wildly different set of numbers that people may not be used to though. Freelancer Scale... - Jinx - 04-07-2010 it does not work proportionate, cause balance scaling is not proportionate. lets say - you scale everything down to 10% ( everything but maybe stations and planets / suns ) speed being 10% of what we have now, size, too - but size and speed don t scale along in a parallel line. - maybe the appropriate size is 10% - but the appropriate speed is 13% to keep up the balance. furthermore, with more "space" - it is inevitable that traderoutes suddenly become 10 times longer. - however... increasing the profit by 10 times doesn t fix that problem - as a route is not only A to B, but in the current version rather a twisted pathway. in short, having a realisticly scaled game is nice - but .... after all, it is just a feature. it does not affect the gamestyle or gameplay much. its like a medium resolution texture and a high end resolution texture on a model. - at first you re totally thrilled about the high end one, but after playing the game - and focussing on the gameplay itself, you wouldn t care at all... especially when you realize that you don t pay much attention to it. i dare say - many players have switched off t heir transition scripts ( which also is just a feature ) - many players prefer quickdocking to a docking sequence, even if they re not under attack. etc. if it was easy to achieve, i d be all for it... b ut since its almost a total conversion of the whole gameworld, its really too much trouble for what we can possibly get. Freelancer Scale... - Blaze - 04-07-2010 If it really bothers you that much maybe we can increase the size of planets? Freelancer Scale... - Lancelot9 - 04-07-2010 I'm convinced! ' Wrote:If it really bothers you that much maybe we can increase the size of planets? Well then you would have another issue - the solar systems wouldn't be large enough. Either way it is all a mess. And the cost-benefit doesn't really add up. |