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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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Freelancer Scale...

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Freelancer Scale...
Offline Lancelot9
04-07-2010, 02:26 PM,
#1
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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.

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Offline Jinx
04-07-2010, 02:31 PM,
#2
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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? -

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Offline teschy
04-07-2010, 02:35 PM,
#3
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' Wrote: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? -

Yeah, they can barely cope with what we have >_>.
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Offline Lancelot9
04-07-2010, 02:37 PM,
#4
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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.

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Offline Jinx
04-07-2010, 02:45 PM,
#5
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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.

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Offline Blaze
04-07-2010, 02:58 PM,
#6
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If it really bothers you that much maybe we can increase the size of planets?

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Offline Lancelot9
04-07-2010, 03:01 PM, (This post was last modified: 04-07-2010, 03:01 PM by Lancelot9.)
#7
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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.

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[Image: lancelotsig2.png][Image: LBSig4.png][Image: LBSig5.png][Image: LBSig6.png]

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<div align="right">//Feedback</div>
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