I would like a complete graphical re-work of the mod to bring it, at the very least, to the same stage as the other successful Freelancer mods with improved graphics. Re-do everything.
Oh, and the audio ought to be re-done too, particularly the missing NPC dialogue.
Removal of redundant commodities, and addition of more interesting ones. More RP-orientated trade routes.
But most of all...
I want consequences. Not something inconvenient like ship-loss on player death, but great sweeping consequences for large-scale conflicts, trade pacts, economic sanctions and so on.
Edit: No, wait, game mechanics for Research, Exploration, and Manufacturing. More stuff to actually do apart from hauling goods, shooting rocks, and shooting people.
Dynamic Economy with negative and positive economical consequences for houses and factions
More convenient weapons and ships selling locations (more guns available on more bases)
Removal of most Guard Systems
Removal of Guard Rep requirements
Restarts commands for every NPC faction
And turning Disco into a Homeworld mod for Freelancer.
I want more devs (especially FL Hook programmers) so the suggestions here that actually make sense, can be implemented in a reasonable timefashion.
Wide awake in a world that sleeps, enduring thoughts, enduring scenes. The knowledge of what is yet to come.
From a time when all seems lost, from a dead man to a world, without restraint, unafraid and free.
Mostly retired Discovery member. May still visit from time to time.
' Wrote:remove Turret zoom, except perhaps biggest capital ships
Hell no! U crezi. Turret zoom is teh baws.
Also, like I said earlier, different station models and for the love of god please change the weapon platform model, the basic one that looks like a block with 4 sticks coming out of it.
and perhaps give them different weapons, long range missiles perhaps, novas, whatever. Yeah sure some systems have them, guard ones. But why shouldn't there be OP weapon platforms around...New York? New London? Tokyo? Berlin? They are the capital planets of the houses, no ? Why aren't they as well defended as a freaking guard system.
Ability to deed ships, so that players can transfer ship objects without having to transfer the whole account. Ships already exist as transferrable objects, so just need a way to convert a current ship into a deed. You would need to do this at a base, and buy another ship before you could leave the base. Basically make ship deed mountable, like armor, so you choose which ship you want to fly. I don't know but I guess this is very hard to implement considering things like weapon loadout would be totally different when you switch to the arms dealer screen. Maybe a command. Dunno.
I would like to see a dynamic economy, dunno how feasible it is, but if people are selling more of the same thing prices should go down, less of something prices should go up. I see lots of mechanical and balance problems with this, but I add my vote to it.
Freeports should be free-market stations where companies come to bid for commodities. Towards that end I would like to see merchant screen more like the bar area with multiple NPCs, each that buy/sell different things. If ~Ageira needs something they can buy it on their base for a premium or they have buyer NPCs at some of the Freeports who can buy them at a slight discount. This also ties in with the trade missions I requested in my first post; take N units of X item to there makes sense in this kind of setup.
Is it possible to change the visual appearance of the station interior? Can we get different screens for the rooms, not just different background art but can the layout and perspective be changed?
I want to see each weapon position and number while I am inside the arms dealer screen. I don't know which turret is number 1 or number 6, unless I go outside and test them then memorize and then count the number of times I scroll down the list. Really irritating.
Carrier ships should be able to hold NPC ships, separate from the player docking bay. These would be treated as ammunition, and consumed on use. Only fighter-class ships appropriate to the current ID would be purchasable, but would have guard-level skill regardless of LF or VHF (only difference between them is equipment class). A fuller implementation would allow the ship to boss them around (attack this target, return to dock, etc) but a simple starting implementation is just treat them as disposable ammunition. Carriers should have maybe a dozen of them, priced at 100k-500k depending on fighter class.
Players should have the ability to buy some kind of "fake ID" or "IFF scrambler" from their guard system bases. Idea is that hostiles should not be able to approach opposing bases or tradelanes without triggering defensive mechanics (alarms, NPC swarm, something like that). The scrambler would nullify these defenses, essentially allowing hostile ship to operate in enemy system without the automated alarms being triggered (player ships could still see them and respond of course). Should not be mountable or droppable, so only valid until ship is destroyed. This would make core house systems more secure, and also work for Omicron Alpha and Gamma too.
Much more in the way of ship equipment should be added to the game. Most of it should use the energy output. Even cruise engines should draw from the energy output, rather than emptying the weapon energy completely and tapping a separate cruise energy reserve.
Look over the list of things from Escape Velocity, and steal as much as you can.