1/ F1 in space should end, as there are cloaking devices to enable this kind of exit. No buts, if someone wants to lurk till next time, forget it. It does nothing but make everyone there pawn. End it .
Well F1ing to exit an interaction is against the rules, and F1ing when you're alone is fine in my books, the current system seems fair. Remember that those hunting sometimes have been at it a while just to catch up with one ship, and get one interaction. Traders have many tricks to slip by a pirate, and pirates have tricks too. Nothing's guaranteed.
2/ Allowing hostile parties to use jump gates (lane hackers only excepted). There are jump drives (as I'm sure I've said before). Yet again someone is being given an un-natural and undeserved advantage.
I have often wondered about the jumpgate situation. It would be terribly inhibiting of unlawful ships not to have any jumpgate access though. But, to be fair, the original Freelancer had the concept of needing updated lock out codes for accessing jumpgates. If we were to see any change there, I'd be cool with introducing codes for certain gates, maybe gates leading out of house space or capital systems, to be locked by code, and maybe make the codes earnable/buyable. It would be a cool new commodity of sorts. Hell, even just have a unit of a commodity called 'jumpgate codes' to get past a locked gate. That way pirates or others could even 'steal' jumpgate codes for themselves. Real codes would be cool though, and could also be traded like jumpdrive coords are now. Either way, unlawfuls could still get access, but nothing wrong with working for it. Lawfuls and quasi's would be in the same relative situation.
3/ As fuel to run things Has been introduced. It should be applied in balance. If base shields need it to run, then so should ships (and for that mater power the weapons and engines of both too, to be in balance oc). Fuel consumption is woefully absent from the Sirius economy and politics in any real terms.
Too complicated, too convoluted. However when it came to fuel based equipment like cloaks, as opposed to our current battery system, I was a fan of the old fuel usage. It gave much more value to the fuel economy and many ships had a reason to consume highly traded commodities. Jumpdrives still use fuels but their use is far less common than cloaks. When it was all combined, bases, cloaks and JD's, MOX and hfuel were always being shipped through POB's and new supply points were strategically important to traversing ships that use those techs. Especially in the case of cloaks, with batteries, I have often wondered since the change why cloaks can be powered from any and every NPC base in the game. Practical commodities like the various fuels used already had a well established system of supply and availability that made much more sense inrp. It was also easily adjustable.
Not allowing people to use jump gates if they're hostile could prevent incursions, scouting and smuggling. This will break the game.
This isn't right, the unlawfuls should stick to the jumphole network. There aren't many places you can't go with these, and if you can't get to a certain system there is probably a good reason.
Not allowing people to use jump gates if they're hostile could prevent incursions, scouting and smuggling. This will break the game.
This isn't right, the unlawfuls should stick to the jumphole network. There aren't many places you can't go with these, and if you can't get to a certain system there is probably a good reason.
There could be some instances where it is impossible for a faction to reach a system within it's ZoI, or at least within a reasonable time-frame. That's why I said the entire network would need to be looked at, to ensure that there is balance.
Posts: 2,859
Threads: 170
Joined: Nov 2009
Staff roles: Systems Developer
(08-15-2015, 11:05 PM)|nfrared Wrote:
(08-15-2015, 11:02 PM)Vigilia.Procuratio Wrote:
Not allowing people to use jump gates if they're hostile could prevent incursions, scouting and smuggling. This will break the game.
This isn't right, the unlawfuls should stick to the jumphole network. There aren't many places you can't go with these, and if you can't get to a certain system there is probably a good reason.
This isn't implemented for the same reason battleships aren't Official faction/SRP only, and that is directly hitting the playerbase.
Not allowing people to use jump gates if they're hostile could prevent incursions, scouting and smuggling. This will break the game.
This isn't right, the unlawfuls should stick to the jumphole network. There aren't many places you can't go with these, and if you can't get to a certain system there is probably a good reason.
This isn't implemented for the same reason Battleships aren't Official Faction/SRP only, and that is directly hitting the playerbase.
This I can see the sense in, as in we don't want the game to be empty. It would've maybe helped if some of the BS designs were more asteroid friendly (like you may as well just delete your Legate right now) however lamenting on this is a ship sailed long ago. It's a real shame that we can point these things out amongst other things and the answer is the same - "Too many people will have a tantrum/sooky wah wah and leave". Those people are the selfish ones who are halting any sort of real development in this game. We were willing to risk a hit on activity for of all things a Minecraft server, so why not take that same risk on some actual Freelancer gameplay like this?
(08-15-2015, 04:03 AM)Snozzz Wrote: Up till this point 'allowance', shall we call it has been made for several oorp things on the grounds that they were 'work -arounds' for a flawed system. As some of them are now 'do-able' the 'allowance' should be rescinded. Two spring immediately to mind and I will start the ball rolling with them. But I would like everyone to bring up anything else that comes into this category. I've picked these because they seem reasonably universal.
1/ F1 in space should end, as there are cloaking devices to enable this kind of exit. No buts, if someone wants to lurk till next time, forget it. It does nothing but make everyone there pawn. End it .
2/ Allowing hostile parties to use jump gates (lane hackers only excepted). There are jump drives (as I'm sure I've said before). Yet again someone is being given an un-natural and undeserved advantage.
Oh dear heres number 3
3/ As fuel to run things Has been introduced. It should be applied in balance. If base shields need it to run, then so should ships (and for that mater power the weapons and engines of both too, to be in balance oc). Fuel consumption is woefully absent from the Sirius economy and politics in any real terms.
discus
1. to be fair to dc'd players, give a ten minute cooldown (like base idling) before the offending ship is boosted 150km above/below the plane. Much less expensive. Either way the message needs to change: "</target> fell into a hole in the space-time continuum" would be more pleasing to me.
2. i like the idea of disruptable gates balancing out non-usage by unlawfuls. Giving gates' and lanes' guns a buff (meaning that the gate or lane HAS to be disrupted) might dissuade campers, or at least keep them occupied.
3. Ships using fuel to power the powerplant is a nice idea - but it should be any form of fuel, not just He3, cos else the miners will do nothing else all day. Dockable gas miners would help a little, but we should ensure that they sell fuel and not the commodity, 'cos powertraders. A pob-built piece of equipt - fuel tank - would help increase range, but i'm envisioning a very modest fuel use, like 1 unit per system so as not to cripple the ships with very little space left after armour upgrades. One or two light fighters may need a small cargo buff to accommodate fuel