' Wrote:The other problem is, the 'buying of faction specific weapons' outside of whats available. No way, just good
old chequebook gaming rearing its ugly head once more ...
So while we are here, lets troll out the shield and powerplant upgrades, and of course, the good old cloaking device again ...
Where did Vanilla Freelancer lose it's way ?
Hoodlum
Yah.. And I would echo Hoodlum. "Bollocks" is the referrant word here.
We can talk it all to death, and fancy it up, and apply logic and lovely tales til our "eyeballs bleed", as Nightfall so succinctly puts it.
Anyway, sometimes aside from the new ships and systems, I feel, that the FL tech level hasn't moved much. Unfinished trade lanes, still the same armament... It's been 30 years...
And those research stations at cambridge, Kyushu, California and Honshu could finally com up with some RESULTS, not just sucking in tons of alien organisms, optronics and such... Already I've seen a symptom of change, of evolution, the introduction of the fury 5. It replaced the Fury 4s we've been using till the five became availible.
The whole trick would be about clans posting new weapons suggestions for their aligned NPC factions, roughly definign their stats, appearance and visual/sonic propertiesa and finally paying a fee for the suggested weapon to get added. A bit like with everything. Systems, ships, commodities... Why not weapons too?
I think we should have Faction Class 10 weapons so we don't have to go around blowing up Nomads for their weapons (or having to go get codenames all the time). They should fit the same type of guns already present in that faction (i.e., Laser Cannons for Rogues or Tachyon Cannons for Rheinland). They should cost a deal more than their Class 9 counterpart (maybe roughly $200,000 to $220,000), but deal more damage and use a bit more power. This way everyone has a chance to equip their Very Heavy Fighters with the best of the best from their respective faction.
Now I also agree that in roughly thirty years time other things would be completed, but that's not the topic at hand here.
Well, I would like to see at least level 10 house weapons being sold on bases. They could be in proportion with the level 9 guns on the market. Rates and ranges would stay still but damage and power drain would be higher.
Creating clan specific weapons which was nothing more than an idea sounds like dreamy atm and I accept it. However, we could have level 10 fighter guns. Some guilds do not let the nomad weapon usage so, having the level 10 house weapons could be useful for everybody.
Class 10 is Battleship, codename, and Nomad weaps. There is no 'manufactured' class 10s for fighters.
Level 9s are the group the includes the faction's top-of-the-line weaponry. The codenames and Nomad guns are MEANT to have to be hunted down all the time. Thats the entire point. Best should just be bought really easily whenever you want, you have to work for them.
And anyways, you don't HAVE to have class 10 weaponry. I don't know why everyone has this big misconception as to the need for them. Of all my fighters.. 1 has class 10 weaponry right now, and 2 months ago it have class 9 Zoner Furys. My bomber has class 10 Coladas, but thats not a fighter. That 1 fighter has 4 Nomad Blasters. The others, like my Bundschuh have class 9 Lugers. The Bundschuh's best. They aren't codenames, or salamancas, but they pack a punch and can be used well with energy management. My GC uses Disinfector 3s. Not the best-of-the-best. They don't deal massive damage, but they are very energy efficient, which allows for a long fight, where I can wear down the enemy long enough for me to get the win with less effort.
Nearly 3/4s of this server thinks having codenames and Nomad Cannons/Blasters is a necessity. You'd not believe how many fighters with nomad and codename weaponry I've shot down with absolutely none. We do not need class 10s for everything. Class 10s are the things you've got to hunt down for your ship. Things that take work, and offer a little payback when you finally have them. Lets not clutter the entire mod. The current class 9s are balanced with each other, and with the codenames and Nomads. We don't need uber-class 10s for every faction. Class 9s take the role of 'best faction weaponry.'
Well, i can agree with you dab about not to clutter the mod, yet there could be made some minor add ons or changes to the current weaponry. At least we could have a level 5 civilian pulse turret (adv.debiliator) which is a shield buster. It could be a good addition for the ones who can not use the best shield busters(tizzie and coloda) becuz its out of rp. It would be a weapon at least able to challange the level 9 tizzie a bit. Coloda would still stay as the best. I wonder your idea about this issue.
Actually Kress, the Adv. Debilitator isn't the same as it was in Vanilla. If you check the guns, you'll find Adv. Debilitator's damage has gone up. Its still not as high as the Tizzy, as the Corsairs should always have the best shield-buster, but it is enough to make an alternative. Just because its a level down, doesn't necessarily mean its worthless in comparison.
Level Ten is reserved for the Nomad Guns and Codies. The only reason my Willow Character even uses the IRON HAMMERs it does (besides me being in love with the weapon effect) Is I needed some gun to distinguish him from a normal pilot. The things are horrendously difficult to dogfight with, and they suck energy like there's no tomorrow. Level Nine guns are fine.
I would like to see some better civvie pulse guns, though. The Inferno gets annoying, since it's such an energy-sucker and never hits anyway. Level Nine, of course. And guns, not turrets (though that would be good, too).
Quote:Quick comment - we thought that Panzer was the Leader, Swift. -Agmen