' Wrote:- economy effects: if players do not deliver a certain amount of goods to your bases, your repair / ship / equipment prices skyrocket - giving pure trading factions the means to really place an effective embargo on other factions - and these factions must really roleplay to keep friends that trade with them - not only pvp deathsquads.<strike> [ at the same time, NO more credit transfers at all anymore ( no credit cards, no console command ) ]</strike>
- a proper balance between fighters/bombers and capital/capital warships: no spin, extreme collision damage, <strike>MUCH slower bombers</strike>, and <strike>MUCH MUCH MUCH slower capital ships ( turning ) </strike>- at the same time, NO risk for snubcraft to use jumpholes, and medium risk for cruisers to use jumpholes, HIGH risk of damage for battleships to use jumpholes. since capital warships would be at a disadvantage with such a system - greatly increased hitpoints.
upon death ( exception being in GUARD systems with a matching ID when killed by a ship of the SAME ID ) - ships respawn with only 50% health to ALL systems. ( fighters are cheap respawns, bombers more expensive, cruisers/battleships extremely expensive )
House laws to slap people using Liners for commercial cargo.
' Wrote:The only feature I want in the mod as of now is the ability to control your ship's movement whilst in turret mode.That or unlocked free flight camera tilt.
You can already asign turn commands to keys just like you can for strafe.
And you can set your autopilot to a far away point, not go to cruise, go in turret view, and the autopilot will keep your ship going level in that direction.
I dont have any idea for making a better control system while you are in turret view.
A cool thing ho would be to have an automated gunner that you can turn on and off.
If you turn the gunner on, your turrets/guns will automatically fire on the closest red target, or on your selected target (and you jsut keep pressing r to get the closest if you want). NPCs already seem to have that (backwards firing navy fighters in alaska, for example. or other npc cap ships.), I wonder if you can make player ships use the same npc algorithm for the shooting.
' Wrote:here are my dreamfeatures:
- economy effects: if players do not deliver a certain amount of goods to your bases, your repair / ship / equipment prices skyrocket - giving pure trading factions the means to really place an effective embargo on other factions - and these factions must really roleplay to keep friends that trade with them - not only pvp deathsquads. [ at the same time, NO more credit transfers at all anymore ( no credit cards, no console command ) ]
- a proper balance between fighters/bombers and capital/capital warships: no spin, extreme collision damage, MUCH slower bombers, and MUCH MUCH MUCH slower capital ships ( turning ) - at the same time, NO risk for snubcraft to use jumpholes, and medium risk for cruisers to use jumpholes, HIGH risk of damage for battleships to use jumpholes. since capital warships would be at a disadvantage with such a system - greatly increased hitpoints.
upon death ( exception being in GUARD systems with a matching ID when killed by a ship of the SAME ID ) - ships respawn with only 50% health to ALL systems. ( fighters are cheap respawns, bombers more expensive, cruisers/battleships extremely expensive )
- a semi dynamic storytelling system: gamemasters that are not concerned with sanctions or anything but ONLY with faction balance and lore progression ( also mini and major events )
I agree especially with tha capital ships. You can make them stronger against fighters and bombers (faster guns and more hull), but make them slower to compensae for it, allow faster ships to move 10k from slower without making it a pvp death. That would give you the most realistic usage of caps/fighters/bombers. Make caps hull stronger so they last longer in cap fights tho.
The dynamic economy is probably difficult to keep ballanced... realistic economies would probably collapse within hours, conisdering how players are trading;). Make it extremely simple, and only make it react to the worst kinds of abuse, kinda like if almost everyone is in one system and mining, ore prices for that should go down, slowly, until else becomes more profitable.
I guess the house/faction leaders could be kinda game masters.
' Wrote:House laws to slap people using Liners for commercial cargo.
Would be good if that was programmed, but I guess it would also mess up the possibility to tractor cargo.
But house laws seem like a good start for that.
But there would have to be more attractive passenger routes then.
Keep in mind that half the capship pilots out there have no choice but to use multiple Jump Holes just to get out of their guard system, out of the next system they control and probably another system or two to get into the action. The GMG| flagship, for example, is not a defensive ship but an offensive one. Both Hispanics will need to use seried after series of JH's to get into where the action is. I strongly believe that the rumour of JH's instability is just that; a rumour. GMG NPCs have been using JHs for 6 centuries, they are very about their knowledge and use of JHs in NPCs rumours. If they were so dangerous GMG woulda noted this and it would been stated by them.
On the contrary.
I would like to see REAL tactics.Jousting is just about as lame as tactics can get.
This is comming from over 35 years of practical knowledge and application of military tactics.
' Wrote:On the contrary.
I would like to see REAL tactics.Jousting is just about as lame as tactics can get.
This is comming from over 35 years of practical knowledge and application of military tactics.
Thing is, against experienced fighters, you joust you lose, mate.
Jousting is just one of the few tactics and movements that are possible. It's not really recommanded to use it anyway since it's a very aggressive movement and you will lost that way against a more skilled pilot.
There are far more ways to use the EK than just turning to go into another joust, maybe you should spend more time with PvP before jumping to conclusions.
' Wrote:Learning when and how to engine kill and when not to is kinda an important difference betweem skilled and not skilled, isnt it?
I would make skill a less important factor in battles, it will be more about numbers then.
Also, how you gonna run away with those NPCs who have CDs without engine kill? Yoou'll have to kill them all, which makes them even mroe annoying.
Thats just a couple of things that you just have to " deal with it".
Seems people are afraid of change,having to rethink how things are done....makes the mind stagnate....
' Wrote:Thing is, against experienced fighters, you joust you lose, mate.
Jousting is just one of the few tactics and movements that are possible. It's not really recommanded to use it anyway since it's a very aggressive movement and you will lost that way against a more skilled pilot.
There are far more ways to use the EK than just turning to go into another joust, maybe you should spend more time with PvP before jumping to conclusions.
I have plenty of combat experience in Freelancer....jousting has no elegance or grace in combat.
Might as well just get a bigger hammer....Grog kill puny human.....if thats the mentality we want,then so be it.