Quote:Don't think of it as volume, think of it as mass. Your ship's engines can only move so much mass before performance would degrade. Everything on and in the ship has mass and must be moved by the engines.
This would only decrease the acceleration with which the ship moves, but virtually you'd be able to put as much stuff on your ship as possible.
Yet, hey, this is Freelancer, logic doesn't exist here.
(04-10-2012, 07:40 AM)AeternusDoleo Wrote: So, you have to choose the perk you want in your cap. You have more options then you can fill all at once. This is by design. Want to dock a couple of fighters (once Cannon finishes coding that component)? Add fighter bays. Want to be able to solo jump? Mount a scanner and a jump drive. Want to cloak? Want to just have the heaviest armored warship money can buy to grind local missions with? Mount a CAU and have spare cargo space for just that - cargo.
The fact that you have a hardpoint doesn't mean something -has- to be on it.
Been raised several times before, with similar arguments:1 | 2 | 3 | 4 | 5
What makes this discussion extra confusing is that in the files, that stat controlling cargo space used by a gun really is called "volume", but regardless of volume, all guns have a "mass" stat of 10, as do most other components (engine, shield, thruster), which is supposed to affect agility slightly. For reference, a Sabre's hull alone has a mass of 150 and a Borderworlds Transport has 300. Then you have engine force with fighters at 4,800 and transports at 120,000. There's more stuff going on too. I'm not even sure if those are all correct.
tl;dr: Whether it's Freelancer physics or politics, real-world analogies just don't seem to fly well here.
Sorry but you are wrong.
The game-engine just gives you the opportunity to modify that.
In a RP mod in makes sense of course.
Just wanted to point that out.