The Exodus Mod - Printable Version +- Discovery Gaming Community (https://discoverygc.com/forums) +-- Forum: The Community (https://discoverygc.com/forums/forumdisplay.php?fid=4) +--- Forum: Freelancer Forum (https://discoverygc.com/forums/forumdisplay.php?fid=11) +--- Thread: The Exodus Mod (/showthread.php?tid=38081) |
The Exodus Mod - Tenacity - 04-07-2010 Originally I had put together a group to make a mod titled "Sirius 250 A.S." - unfortunately, many thought that such a mod would end up being uninteresting due to lack of conflict and the fact that we had to take entirely too much artistic license to create that conflict. So, other mod ideas were brought up, and due to popular vote we decided to go with "The Exodus Mod". To give a quick rundown on what this mod 'is': During the Alliance-Coalition war in the Sol system, an Alliance officer organizes a group of marines to undertake a mission with the goal of infiltrating a Coalition POW ship, rescuing key Alliance prisoners, and bringing them back to the Sleeper Ships for the trip to Sirius. While the operation is underway, the Coalition attacks the Sleeper Ship Staging ground at jupiter, forcing the Sleeper ships to launch early - without the Alliance team that is, at the time, onboard the Coalition POW Ship. In a desperate move to avoid being left behind, the Alliance officer and his marines, along with the POW's onboard the vessel, convert the ship into a makeshift sleeper ship and set course to follow the 'real' sleeper ships to Sirius. Before reaching Sirius, the vessel extinguishes it's fuel supply and becomes trapped in orbit of a gas giant, in a solar system with no habitable planets and very few valuable resources. The crew of the ship descends into anarchy, eventually splitting up into four factions which are all vying for control over the system's resources. The defining points of this mod: -Everything takes place in one solar system, which is split up into multiple in-game systems. -Technology is far inferior to Sirius technology - energy weapons are rare, ballistic weapons are more common, engines arent as advanced, there are no jumpgates, no tradelanes, so on and so forth. -Visual effects will be a big part of this mod, since it's going to be relatively small compared to discovery or even vanilla FL, we want to make it -look- as visually stunning as possible. -Basic combat mechanics and balance will be altered to create a pvp system that is as skill based as possible. -A PvP ranking/advancement system will be included, which will allow players to advance without having to spend hours trading or mining (though trading and mining will exist, if players choose to do so) For more information, read the developer's documentation located here: http://docs.google.com/View?id=dc3m4b9n_5gckx7vc7 Please be aware this is a work in progress and much of that may change over time. The Exodus Mod - Durandal - 04-07-2010 This sounds -very- similiar to another mod I've already started work on in some ways... so long as you keep it confined to one system though, I guess I don't have a problem with it... Expect more info later. The Exodus Mod - Tenacity - 04-07-2010 You talking about the broken bonds mod? From what I heard of it, that focuses on the other sleeper ships, ours is seperated and has no real founding in freelancer cannon. Anyways, updates: -The Syndicate has been renamed The Commonwealth, to better reflect the nature of the organization. -Cartel ships were originally described as being designed with spike- and blade-like protrusions, this is no longer the case, cartel ships remain asymmetrical but are utilitarian and boxy in design. -A fifth and final faction has been added, named "The Raiders", which have adopted the asymmetrical spike/blade design that the Cartel ships originally had. The Exodus Mod - Tenacity - 04-09-2010 Current Developers working on the Exodus Mod:
Tenacity - Lead Writer, Starspheres/Planet Texture Maps Mouth Shot - Modeller/Texturer Linkus - System Designer/Coder Kazinsal - System Designer/Coder Leo - Weapons Modding Rodent, Bakamono, Reavengitair, Bobthemanofsteel, Sprolf - Assistant Writers The Exodus Mod - Durandal - 04-09-2010 ' Wrote:You talking about the broken bonds mod? From what I heard of it, that focuses on the other sleeper ships, ours is seperated and has no real founding in freelancer cannon. Not at all. Different one entirely. But the thing that concerns me is the fact that a ton of mods are popping up involving sleeper ships in other sectors :\ Suppose it can't be helped. The Exodus Mod - Bobthemanofsteel - 04-09-2010 While it may be classed as a 'sleeper ship', we've at least steered away from the generic 'Oh it was built in secret' idea, and gone with something rather original. Personally, I love near on everything about the idea, though I guess I'm a tad biased:P The Exodus Mod - Bleeding.Heart - 04-09-2010 My only comment: What is wrong with your brain, Tenacity? Get back on Kaylie Stait and be funny like you were before. And no more of this crap. The Exodus Mod - Elsdragon - 04-09-2010 Hai Carl The Exodus Mod - Tenacity - 04-09-2010 ' Wrote:My only comment: When the order has less noobs, the BHG fly less makos, and my carrier gets buffed, then I'll get back on staite. Keep your offtopic out of my thread. The Exodus Mod - I_m_rdy - 04-09-2010 That sounds really interesting, good luck with the mod. Now, I've got a few questions, though. 1. Light weapon ammo will obviously have a higher ammo capacity than mines and some heavy weapons. How are you going to pull that off? Make ammo use up cargo space? 2. Will there be "jumpholes" connecting the sectors or are you going to implement a different method of making all the in-game systems look like one single solar system? 3. That ECM suite sounds interesting. I guess you're going to use FLHook for that as well, since it's supposed to reduce the range in which you can be detected? Oh, BTW, if weapons are going to be fixed-mounted, missiles will me worth more in combat. I just hope there will be flares en masse... |