The Discovery mod posted in the beginning... can you play the single player game with that mod? Does it significantly fuck with the difficulty?
If a mod is a TC chances are it does not work with SP, if it just adds a few ships it may. I don't think discoverer does, but I haven't played it in a long time.
Need to up the starting cash and let people pick their starting faction and port. The whole grind thing really isn't fun enough to warrant keeping. Let people start with enough credits to buy a level 7 light fighter.
I don't how many credits that is, or how to do that. Just tell me how, and I'll do it though.
EDIT: I still don't know how many credits that is, but I've upped it a bit. Like before, you start neutral with everyone, so you can pick your faction. I don't think there's a way to let people pick what port they start at. Also player limit upped.
Commissar Demosthenes on
Steam name: Chicago Ted.
oh god I am not good at battlefield
The Discovery mod posted in the beginning... can you play the single player game with that mod? Does it significantly fuck with the difficulty?
If a mod is a TC chances are it does not work with SP, if it just adds a few ships it may. I don't think discoverer does, but I haven't played it in a long time.
If I'm not mistaken, Discovery does work in Single Player; the difficulty is upped quite a bit, though, since the AI ships now use nanobots and shield batteries, and the level at which you get some of the ships has changed.
You know what's awesome? Going full speed, with thrusters and everything, then cutting your engines and turning around, shooting your pursuers with all your guns as you are still running away at top speed.
Commissar Demosthenes on
Steam name: Chicago Ted.
oh god I am not good at battlefield
You know what's awesome? Going full speed, with thrusters and everything, then cutting your engines and turning around, shooting your pursuers with all your guns as you are still running away at top speed.
I am enjoying the single player of Discovery + the FLMM Speed mod. Finally the afterburner actually makes it seem like you're going fast. And I'm a fan of the cruise engine going fast too ...turns out if you ramp it up to 1200 and cut your engines it's hard to stop before you slam into a planet. Then again, maybe it's not fair that you can pass through trade lanes faster with your cruise engine.
Perhaps some Freelancer aficionado could answer this: what is the game's reasoning behind having cutting your engines retain momentum but using an afterburner or a regular engine slow you down or cap your speed?
UltimaGecko on
The facehuggers want to play with you in the AvP LP. Facehuggers also want you to check out the TF2 cards here. View the in-progress RE mansion recreation for L4D here.
I am enjoying the single player of Discovery + the FLMM Speed mod. Finally the afterburner actually makes it seem like you're going fast. And I'm a fan of the cruise engine going fast too ...turns out if you ramp it up to 1200 and cut your engines it's hard to stop before you slam into a planet. Then again, maybe it's not fair that you can pass through trade lanes faster with your cruise engine.
Perhaps some Freelancer aficionado could answer this: what is the game's reasoning behind having cutting your engines retain momentum but using an afterburner or a regular engine slow you down or cap your speed?
I've never played. Just ordered the game due to this thread. But, anyway, I'd guess they want to add some well known properties of Newtonian spaceflight but don't want to make the game brainmeltingly hard. It might be possible to come up with a suitable and consistent physics, but I'm sure it's easier to make it ad hoc.
lowlylowlycook on
(Please do not gift. My game bank is already full.)
Not really, the carriers in Discovery only have a hanger that ships can fly into, and even then its sort of the hack job, since any movement will result in the fighters being destroyed due to constant collisions with the wall, if not being bounced out of the carrier itself.
Its more meant for the fighters to hide in there while waiting for their shield to recharge, maybe.
And to whoever was posting about the speedmod, 1200 is ridiculously awesome, especially when you ram things.
Perhaps some Freelancer aficionado could answer this: what is the game's reasoning behind having cutting your engines retain momentum but using an afterburner or a regular engine slow you down or cap your speed?
I'm tickled to death people still play and like this game, as it's the only one I've worked on that anyone has ever played.
Anyways, I think that was actually a bug, but a lot of people on the team kept it in for advanced players as it was kind of a throwback to how flight worked in Wing Commander. Keep in mind that Digital Anvil was made up of primarily ex-Origin Wing Commander guys. Freelancer 2 never came out because Microsoft pulled the plug on Digital Anvil.
I'm not a fan of the Discovery mod in single player, particularly since half the time the enemies have better weapons and ships than the player. And since the mod has the AI use nanobots and shield batteries the only bonus the player has is that they can use missiles willy-nilly...But missiles miss a crapload already so that's barely an advantage (especially since the AI dodges far more often in the mod as well).
You end up fighting 4:1 against better armed, better armored opponents 3 to 10 times per mission. That is fine in multiplayer where you've got human back-up (or you only pirate humans), but that means battles take incredibly long or are incredibly difficult (and very annoying when you get jumped twice in one trade lane) in single player. I wish there was a way to stop them from using nanobots and shield batteries because I don't like shooting at the same computer player for 5 minutes going through 15 hull repairs and 15 shield recharges because my weapons are so weak against their 1500 armor.
Essentially: I enjoy the fancy new areas, the new ships, the increases in ship/equipment types, but not the combat changes...which unfortunately makes up a vast majority of single player.
...Speed mod is still great.
UltimaGecko on
The facehuggers want to play with you in the AvP LP. Facehuggers also want you to check out the TF2 cards here. View the in-progress RE mansion recreation for L4D here.
Perhaps some Freelancer aficionado could answer this: what is the game's reasoning behind having cutting your engines retain momentum but using an afterburner or a regular engine slow you down or cap your speed?
I'm tickled to death people still play and like this game, as it's the only one I've worked on that anyone has ever played.
Anyways, I think that was actually a bug, but a lot of people on the team kept it in for advanced players as it was kind of a throwback to how flight worked in Wing Commander. Keep in mind that Digital Anvil was made up of primarily ex-Origin Wing Commander guys. Freelancer 2 never came out because Microsoft pulled the plug on Digital Anvil.
I love Freelancer to death, even after all these years, if only for one reason: I don't need a joystick to have a non-gimpy experience. I loved the X-Wing/TIE Fighter series, Wing Commander, and a whole host of space flight sims, but it's just such a pain to try to find a good joystick to play them with, especially since good ones that won't wear out on you in a month cost a non-trivial amount.
korodullin on
- The Four Horsemen of the Apocalypse (2017, colorized)
Freelancer is one my favourite games; I routinely install it just to play through the vanilla game and explore. I will be forever disappointed that Freelancer 2 got shit canned.
Hey, is there someone I could murder to get Freelancer 2 made? Because I totally would. I'm sure I could play it in prison.
Perhaps some Freelancer aficionado could answer this: what is the game's reasoning behind having cutting your engines retain momentum but using an afterburner or a regular engine slow you down or cap your speed?
I'm tickled to death people still play and like this game, as it's the only one I've worked on that anyone has ever played.
Anyways, I think that was actually a bug, but a lot of people on the team kept it in for advanced players as it was kind of a throwback to how flight worked in Wing Commander. Keep in mind that Digital Anvil was made up of primarily ex-Origin Wing Commander guys. Freelancer 2 never came out because Microsoft pulled the plug on Digital Anvil.
I love Freelancer to death, even after all these years, if only for one reason: I don't need a joystick to have a non-gimpy experience. I loved the X-Wing/TIE Fighter series, Wing Commander, and a whole host of space flight sims, but it's just such a pain to try to find a good joystick to play them with, especially since good ones that won't wear out on you in a month cost a non-trivial amount.
The joystick thing was amazingly polarizing, both in and out of the studio. I liked the mouse combat a lot, but I miss being able to strafe up and down.
You could also roll, there's 3 unbinded keys, one unlocks rolling (That's what it says) and the other two allow you to roll clockwise or counterclockwise once it's unlocked.
Tis a pity no one ever tried to create another campaign for Freelancer, storyline missions are possible to do, but apparently it takes a ton of time. The only person I know who'd be willing to attempt it was the Crossfire modder, but he's insane...
Posts
If a mod is a TC chances are it does not work with SP, if it just adds a few ships it may. I don't think discoverer does, but I haven't played it in a long time.
I don't how many credits that is, or how to do that. Just tell me how, and I'll do it though.
EDIT: I still don't know how many credits that is, but I've upped it a bit. Like before, you start neutral with everyone, so you can pick your faction. I don't think there's a way to let people pick what port they start at. Also player limit upped.
oh god I am not good at battlefield
If I'm not mistaken, Discovery does work in Single Player; the difficulty is upped quite a bit, though, since the AI ships now use nanobots and shield batteries, and the level at which you get some of the ships has changed.
oh god I am not good at battlefield
"Go up, thou bald head." -2 Kings 2:23
even better, doing that with cruise drive
oh god I am not good at battlefield
Perhaps some Freelancer aficionado could answer this: what is the game's reasoning behind having cutting your engines retain momentum but using an afterburner or a regular engine slow you down or cap your speed?
I've never played. Just ordered the game due to this thread. But, anyway, I'd guess they want to add some well known properties of Newtonian spaceflight but don't want to make the game brainmeltingly hard. It might be possible to come up with a suitable and consistent physics, but I'm sure it's easier to make it ad hoc.
(Please do not gift. My game bank is already full.)
Not really, the carriers in Discovery only have a hanger that ships can fly into, and even then its sort of the hack job, since any movement will result in the fighters being destroyed due to constant collisions with the wall, if not being bounced out of the carrier itself.
Its more meant for the fighters to hide in there while waiting for their shield to recharge, maybe.
And to whoever was posting about the speedmod, 1200 is ridiculously awesome, especially when you ram things.
I'm tickled to death people still play and like this game, as it's the only one I've worked on that anyone has ever played.
Anyways, I think that was actually a bug, but a lot of people on the team kept it in for advanced players as it was kind of a throwback to how flight worked in Wing Commander. Keep in mind that Digital Anvil was made up of primarily ex-Origin Wing Commander guys. Freelancer 2 never came out because Microsoft pulled the plug on Digital Anvil.
You end up fighting 4:1 against better armed, better armored opponents 3 to 10 times per mission. That is fine in multiplayer where you've got human back-up (or you only pirate humans), but that means battles take incredibly long or are incredibly difficult (and very annoying when you get jumped twice in one trade lane) in single player. I wish there was a way to stop them from using nanobots and shield batteries because I don't like shooting at the same computer player for 5 minutes going through 15 hull repairs and 15 shield recharges because my weapons are so weak against their 1500 armor.
Essentially: I enjoy the fancy new areas, the new ships, the increases in ship/equipment types, but not the combat changes...which unfortunately makes up a vast majority of single player.
...Speed mod is still great.
That said, are there any mods that replace the textures in the game? That's about the only thing that isn't really aging very well.
I love Freelancer to death, even after all these years, if only for one reason: I don't need a joystick to have a non-gimpy experience. I loved the X-Wing/TIE Fighter series, Wing Commander, and a whole host of space flight sims, but it's just such a pain to try to find a good joystick to play them with, especially since good ones that won't wear out on you in a month cost a non-trivial amount.
- The Four Horsemen of the Apocalypse (2017, colorized)
Hey, is there someone I could murder to get Freelancer 2 made? Because I totally would. I'm sure I could play it in prison.
The joystick thing was amazingly polarizing, both in and out of the studio. I liked the mouse combat a lot, but I miss being able to strafe up and down.
It strafes pretty slowly though, so it's not too useful.
oh god I am not good at battlefield
Depends on the ship. I know the Babylon 5 fighters that you find in some mods actually strafe faster than they fly forward.
"Go up, thou bald head." -2 Kings 2:23
Tis a pity no one ever tried to create another campaign for Freelancer, storyline missions are possible to do, but apparently it takes a ton of time. The only person I know who'd be willing to attempt it was the Crossfire modder, but he's insane...