It has been many years since I played Discovery but to this day I still fondly remember all the great times I had here and I'm hoping to give more people the chance to have experiences like these. That is why I've been working on making a Freelancer-inspired game that I hope will be able to build on what made Freelancer great (Just like Discovery has done) and attract a lot more attention to the potential this style of game offers.
Now with that said, I've been thinking it would be worthwhile going to the guys who know Freelancer better than anybody and finding out exactly what they'd think could make Freelancer's/Discovery's features even more enjoyable. Even simple things like changing the HUD layout around so it's more efficient, bigger things like capital ship controls or things that are hard to notice like the way projectiles/aiming works.
Any advice at all from someone who has lived with the game long enough to know all the irks and inconvenient nags would be extremely appreciated and go a long way in helping this future indie game fulfill its goal of doing justice to true role-playing space sims like Discovery.
The most vital part of Freelancer gameplay that needs to be reverse-engineered properly is the combat system and the flight model. It is very accessible and not overly realistic.
(05-12-2016, 04:08 PM)Protégé Wrote: The most vital part of Freelancer gameplay that needs to be reverse-engineered properly is the combat system and the flight model. It is very accessible and not overly realistic.
Pretty much that. While not really ANY realistic it offers a really nice arcade feel that makes it both competitive and fun. Probably one of the few reasons I still play this game.