' Wrote:Remove the player-purchasable Mk 1 vessels from the mod that have had same-model Mk II equivalents made for the sake of balance, and rename those Mk II vessels into their Mk 1 originals.
You can't just remove ships that characters on the server use, that would corrupt them. You would have to delete those characters or change their ships beforehand. On every individual server running Discovery... It's not entirely impossible, but it isn't a good thing. The same goes for removing weapons.
I don't like the parts about removing ships anyway... There was a different suggestion in the dev team (I think from Jure). Get all lvl 1-7 guns under one level, let's say 7. All the gun hardpoints that were able to mount guns of these levels would be able to mount lvl 7 guns now. Weaker ships could mount these higher level guns and only their powerplant would limit them.
After that we could do something with the lower level ships, perhaps bringing them up a bit ... but I woudn't like to have them removed. I'd say just bring them up to Rheinland level again...
Then leveling up the NPCs... If the whole of Liberty keeps lower level NPCs, it would just contribute to the crowding of NY. I would bring the whole of it to the same level, save Pennsylvania.
How about raising the stats of the MKI fighters to be HF like? Either to a level like the old Falcon (not totally useless but not overkill either), or even to really usable HF level to match ships like the Switchblade.
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' Wrote:This isn't the first time I've pitched this, but the mod has evolved since and it may be more workable now. Since the birth of the /restart command which places you in a ship whose stats give them a comparable berth among endgame ships I've been tempted to pitch this across again.
Your thoughts?
My thoughts atm is that you have failed.
/restart has -NOTHING- to do with the mod. It's a server side thing. Plus the templates we use here are only available to certain people.
And about the rest - if this was a TC mod, I -might- agree, but it isn't, this follows the original FL storyline, so a lot of things can't just suddenly change like that...
It's a whole new combat system.
Mjolnir: Yeah, it was just something I put out there as a means of enhancing the experience of being in house space. Kusari and Rheinland NPC levels are as you said, strong enough to make an impact without being a major factor. If that could be brought to the other houses and the independent worlds between, then things would feel much more uniform and it would be one step closer to not having to suspend disbelief everytime a pack of starflier Xenos attacks my Junker at the Colorado hole. I was also thinking of Pennslyvania as a good system to keep the players that need protecting in, though a starflier with class 7/8 guns really doesn't need a lot of protecting if handled right. It'd also make the starflier into a suddenly viable RP platform where, again, you don't have to suspend disbelief.
I'm personally all for the idea. If you say the patrols and NPC loadouts would be the easy part, then that's my big concern gone right there.
MarvinCZ: I like Jure's idea better too about the weapons. It's not as neat but sometimes for missions you probably do need weaker guns on the ships. Maybe if we can't delete the old ships, make them into clones of one another in the hope of maybe giving everyone with one or the other advance warning to swap ships. There will be a bit of moaning about "But I lose a million credits" in the trade, but ultimately it's a way forward into tidying up the mod.
Alex: I don't see it as a whole new combat system to switch around gun levels, and beef up NPCs that are currently weak for no real reason than that's how it was in the original Freelancer for the sake of growing a character inside an evolving storyline. It just tidies up the mod and allows anyone in any ship they can purchase to fit into the world around them. People would be neither too weak or too strong for their surroundings regardless of what ship or star system they're in. Also, I refer to the /restart function as just the first step toward this actually moving forward, not the key element. If starting ships like the Starflier and Dagger can fly inside Rheinland and match evenly with the NPCs and what players they come to, it'd be for the betterment of RP experience.
We dont need NPC's to become more part of the battle. They're annoying and nothing more.
Switching around gun levels would really confuse people, and I dont see a reason to. There are many other ways that take less work for the devs to make people get out of liberty.
We already changed the combat system drastically enough (failure cruise drain fail fail fail fail)
Right now, every time I create a new character I feel as though any roleplay is impossible.
Someone sees me in a starflea and thinks "Oh, it's someone setting up or a total noob.", and
so they simply don't say anything. Also, I tend to not say anything either, because I'm
trying to set my character set up.(A process which takes much too long, I loathe flying around
solely for the purpose of buying equipment suitable for my character RP.)
With the beginning ships being actually usable maybe the Civilian ID, before it gets replaced,
will bring a unique stage of character roleplay.
Of course, this change wouldn't completely solve this problem by any means. If you
see an RM tagged starflea in New York, obviously that person is setting a character up,
but it's no longer because of the starflea that this assumption is made. Now, when you
see a starflier, you actually should scan it to see if it's just a civilian getting their wings,
a LF merc looking for a job, or a Xeno with a roll of tape busily at work trying to get his
comm fixed so he can threaten you. And hey, that Xeno in a starflea might actually
be a threat! Imagine that.
I actually don't see why this shouldn't be done. I mean, the main reason why this hasn't been implemented earlier was simply that Disco supported the storyline. Now with OpenSP it isn't that much of a problem.
NPCs are annoying, but geez, they always are, doesn't matter if they are in Liberty, Rheinland or Omicron space.
Additional weapon classes can make things much more comfortable. Like, an own class for codenames only, or an own class for Nomad weaponry. Maybe things can get even more extreme and assign one weapon class to every house/alliance/region of space.
As for the ships, just rename the MkII ships to the original ones and buff up the MkI fighters to the desired level. Said before, and I shall add that one (be it the MkI or the MkII ones) of each ship should be replaced with the other in selling locations. Like, the Patriot is sold everywhere where the Liberator and the Patriot originally is sold.
It would be a big change, and I'm on the fence about this. Even so, I've had pretty much the same idea before. But I'm thinking that it will be harder to implement than it seems.
Y'know what? Yeah. I think I want this. We don't quite know how it will affect overall gameplay (we can only speculate, there are always unforseen issues that arise), but I want this.