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The rediculously puny size of planetz

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The rediculously puny size of planetz
Offline Bazza
08-25-2009, 10:54 PM,
#11
Member
Posts: 826
Threads: 56
Joined: Jun 2009

Freelancer is not a space simulator. It's essentially an FPS in space. The current scale of things is just fine. All you need is some suspension of belief and it's real space.

If you want a simulator Try the X-series. They have planets that take an entire day to fly around at 1300+MPS.

[Image: th_x3screen00003.jpg]

But holy hell does it get boring. If you don't have an empire to manage en-route getting anywhere is ridiculously tedious.

[Image: DatAssSig.gif]
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Offline Agran Harper
08-25-2009, 11:12 PM,
#12
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Posts: 60
Threads: 3
Joined: Aug 2009

If you want real size, go Eve online. In that setting, real sizes work. It would not work in Freelancer, unless you exchange tradelanes with system-internal jumpgates... and if not; Tradelane flight for 5 minutes is very optimistic *chuckles* it would take ages in real size.

But lets throw something else to it;
Even if it is POSSIBLE to alter the speed the tradelanes operate with (I never tried to do that)... every pirate faction other than Lane Hackers would be rather doomed, really... and every system not having tradelanes would be doomed either... unless you completely overhaul cruise engines... which is another effort of balancing to undertake... even if it is NOT real size and just "bigger", the initial problems I just stated remain.

To hunt the prey is life,
to lose the prey is death,
to hunt the loss is insane...
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Offline silverleaf
08-25-2009, 11:18 PM,
#13
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Posts: 472
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Joined: Jun 2009

Distances can be increased without sacrificing playability by making cruise speed 1000, reducing density of asteroid belts, setting trade lanes to 3x their present speed.

[Image: silverleafshippingsigv.jpg]
Scavengers of the Abyss - A Freelancer Short Story
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Offline Darkard
08-25-2009, 11:19 PM,
#14
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Posts: 278
Threads: 21
Joined: Oct 2008

Upping the sizes of planets and suns? Isent there a Hard limit to the size of Freelancer systems? Like 750K or somthing (It could be much smaller than that)?
At 750K we could probably just about fit one planet. If you think of the size of a StarFlier as the Size of a Bus (Go look at sizes of chracters in the shipyards and the size of the pilots in cockpits) then think about how many buses you would need to circle the earth.
Yeah. Id rather just use my imagination thanks.

' Wrote:0-499 posts: Your posts will be completely and utterly ignored.
500-999 posts: People will read your posts, but will never care for the content.
1000-2000 posts: Your posts will be read, your points may be considered, if you're lucky.
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Offline silverleaf
08-25-2009, 11:22 PM,
#15
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Posts: 472
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Well all of you mentioned insane travel times, but it won't happen.
I'm not saying make it real size, maybe just 3-5x everything. Lane speed changes can accomodate for that as well as cruise speed (don't forget thruster and normal speed too).

[Image: silverleafshippingsigv.jpg]
Scavengers of the Abyss - A Freelancer Short Story
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Offline Cellulanus
08-25-2009, 11:41 PM,
#16
Imperial Quartermaster
Posts: 1,387
Threads: 26
Joined: Jul 2008

Everything is fine as is.


Use a bit of imagination, the planets are normal sized, we're all in very high orbit is all.


Oh, and fighters, stations and capitol class ships (atleast the vanilla ones) have been scaled properly to each other.
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Offline Agran Harper
08-25-2009, 11:47 PM,
#17
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Posts: 60
Threads: 3
Joined: Aug 2009

Quote:Distances can be increased without sacrificing playability by making cruise speed 1000, reducing density of asteroid belts, setting trade lanes to 3x their present speed.
DEcreasing density even further?! I'd rather see the density of many fields INcreased... it just cannot be that I can travel through a complete Asteroid field in locked free flight mode without getting hit a single time by a rock.

Can you confirm that tradelane speed can be affected? I havn't looked it up yet.

Cruise speed of 1000 will also be abused for Engine killing engaged combats. flyby, dropping loads, disappearing - and its not even considered "fleeing" as you do not reengage cruise speed again...

Freelancer is the game we play, and the size we have is the style we fly. Please let us focus on more important changes before thinking about something like... "size does matter" :wacko:

To hunt the prey is life,
to lose the prey is death,
to hunt the loss is insane...
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Offline Hundra
08-26-2009, 12:32 AM,
#18
Member
Posts: 307
Threads: 23
Joined: Jul 2008

I had the greatest idea ever.



make every ship smaller.
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Offline Donutman
08-26-2009, 12:46 AM,
#19
Member
Posts: 835
Threads: 21
Joined: Jun 2008

The problem is gameplay. If it takes people 20 minutes to get from Manhattan to Pittsburg, we hbave a problem that will cause more people to leave, not less.

' Wrote:This thread is so stupid that a bird sitting on a nearby tree just EXPLODED.
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Offline silverleaf
08-26-2009, 01:20 AM,
#20
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Posts: 472
Threads: 68
Joined: Jun 2009

Yeah well DISCUSS. But DON'T mention travel times or I will scream. Tradelane speed increases will counter that.

But yeah reducing ship size and station size and just increasing zoom will solve the problem too...

[Image: silverleafshippingsigv.jpg]
Scavengers of the Abyss - A Freelancer Short Story
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