I will be just blunt right now.
I played a lot on and off, mostly around 4.82 and prior.
I had a lot of fun in these times, I still have fun in todays days too but quite frankly, this game moved a lot away from its arcady roots. I like lots of the systems like pobs trade lane and jumpagte stuff for police forces, ship building on pobs etc.
But if it comes to preselecting modules without a secondary target window for components like the hd mod has just made this game less enjoyable.
And now the idea to gatekeep the community behind a useless grind to play this lovely game while it worked perfectly without before would just be a really bad choice to implement.
I chose to play this game again to relax and enjoy a simple game, where I hold dear memories to, it yet has lot of stuff to explore and can get complex due to RP moments
with other players.
In my honest opinion, reworking the playerlist would be a better idea than this.
But still, I respect the effort to come up with the idea but I think it would just make a lot people quit the game for good.
Edit after a minute of posting:
I came up with an idea how you could implement that. Different factions generating fuel. Blackmarket fuels and legit fuels by companies.
Factions or Sectors ( Liberty for example) get a bonus for being supplied with fuel. Like you can buy commodities cheaper.
Maybe this could be a variant, which could be enjoyable if properly thought through.
I wish this community a very nice day
Sincerly
Your
Slimy
Merely playing the game will now require a monetary and attentional investment.
That is where your thought should have ended. We had this discussion before. The last thing, by a very, very, very, very, very, very, very, very long shot, the game needs is punishment for actually logging into the game and doing anything.
That.
Fuel mechanics, punitive ammo or repair costs, or any other mechanics that make simply playing the game a burden are a fundamentally wrong approach.
(06-30-2025, 08:50 AM)Lemon Wrote: I find the game too casual player unfriendly and a departure from its original philosophy as is - this would just kill it altogether I think.
Yeah you right mate.
The server is turning more and more into competitive game.
If I want to play games like that, I dojt join discovery or picking a 23 year old game for it.....
You(devs)are surprised where are the 150+players.
Back in the days it was a casual friendly server.
But now???
When you flying a Battleship, it don't feel like a Battleship anymore, it feels like a papership.
I also agree with @Slimy that the playerlist cozld also be reworked.
After a hard day at work, I want to have fun ingame and not making a bachelor to play the game.
Also a good point that soneone made: during a fleet fight you will kill the fuel ship of the enemies and than you will run away until the enemies don't have fuel anymore amd after that you will kill sittings ducks without energy.
Wow
My advice for it:
Don't implement it if you want that players join discovery.
Have a nice day everyone.
I think Elite Dangerous does it the best. Fuel but with options to refuel in flight from stars. So long as your route doesn't have the incorrect stars to fuel from, that is. In Freelancer, I can't see this working though, it's like trying to fit a square peg into a round hole.
You fear oblivion. Yet you forget. The universe remembers every atom of your being. Even dust hums your name in the dark. Roleplay is dead. Long live Powertraders and PvP I guess.
I don't see this working effectively for most types of gameplay.
Fleet fights for example can take about 40 minutes of constant movement. Adding fuel to the mix won't really help fleet fights improve, it'll only result in more extreme cases of careless or careful gameplay. Thus fleet fights would become more boring and likely take even longer.
Adding fuel economy to snubfights on top of all other forms of resource management within them would also turn them boring. We can already die to low thruster, environmental hazards, missile spam, friendly fire, random NPC spawns, netcode fuck ups, poor fight balancing, third party players entering the fight clueless, typing when Haste is on your ass, and so on.
One can make a case that fuel economy would be good to balance against CSU for certain HRC routes to balance the economy, however. This is the most classic sandbox space sim application of fuel, and can be implemented gorgeously. It would, in my opinion, be a good addition to a transport rework which allows transports to defend themselves better in return for risking running out of fuel whilst off-lane on the most profitable routes. It'd also make high risk trading a bit more exciting in this sense.
If the intent of adding fuel is to limit ships' outreach through multiple systems on the other hand, it would be best to add some kind of consumable that decreases when jumping instead. If the dev team wants to limit the outreach of combat ships across systems then a requirement similar to jump drives for, e.g. capital ships above gunboat/cruiser, would make sense as a form of logistical requirement in deploying them.
I love this idea, but I don't think we should be stranded dead when we run out. Maybe reduced impulse only, otherwise people who don't know what's going on will end up stranded somewhere at a low activity time when no one is around to come refuel them. Additionally I think a respawn command should be considered (obviously this is a usable on its own so many many prerequisites should be considered as well) if it is decided that the player should be completely immobile once they run out of fuel or whatever
In general I am not in favour of this. Freelancer is similar to Ace Combat in that regard, it's a fantasy of being a space ship pilot not a simulation. If more and more simulation mechanics are being added those people who just want to have casual fun will loose motivation and leave. Personally I just want to hop in, fly around and roleplay. Not watch a fuel gauge and worry about how much there's still left in the tank.