(12-17-2017, 11:54 AM)Traxit Wrote: I think we should buff the ship's hull accordingly, but also increase the price. VHFs would cost ~20m. HFs 15m and so on.
That would make experimenting with different ships too expensive and severely limit choices for new players that don't have hundred millions in banks.
First, you can experiment with ships in Singleplayer, there are 3-4 basic commands that'll help you. Secondly, there needs to be a moneysink, I wouldn't want total newbies selling six hauls of Helium Ore just to buy an Eagle and start shooting all red they see, without roleplay.
Having armor or not, will not change people who have no regards to rules. New players will certainly not be able to experiment in single players as commands are obscure and not even some veterans know them.
@Traxit
The biggest flaw of SP testing is the fact that it doesn't include powercore nerfs and rephacks which is one of the reasons why new players are quite shocked when they encounter it. As a small side note, Faction IDs do not have same writing in SP like those on the Server.
Let us not diverge from the point, which is: Noobs need to realize they need armor upgrades. The sooner they encounter them the better.
They need to understand, that armor upgrades are a necessity. This applies all the way up to capital ships. Giving them easy access/encouraging them to get them in the first place should be the goal.
It will require lot of work, and it will serve nothing, newbies will still die as fast as before (in snac case), or it will take veterans 5 secunds longer than before (in case of guns). Don't forget that newbies also dont know to that they need better weapons, mines, Shield, thruster, CD, CM, scanner, and full suplay of bits on board , will we convert game to a have that by defaul as well?
Learning what equipment to have is Basic Learning curve in every game, after first mistake, newbie will learn what needs to be changed in equipment, they are newbies, not morons.
What change is needed is improvment in game mehanic, so that they have chance to win, they dont need shortcut to armour improvment.Chances are that after first fight newbies loose when they dont have armour, oponent will tell him to get one anyway
Rookies should remain protected in kindergarden systems imho, until being fully equipped with one ship of their choice and tested about knowing basic rules.
Missions in those systems should reward them with equipment, step by step, armor by armor, so they can get a lot if they learn a lot. After having knowledge, some might even stay to play with us sealclubbers. That way we would get better fresh players and they would understand the game better. They would know skill would come to them eventually and having Legate, Valor or LABC as their first combat ship wouldn't be the solution.
I'm not sure about finishing single player campaign, before accessing kindergarden systems. Maybe that would be the best way into lore, but game mechanic differences might confuse them.
@sasapinjic Thanks for reminding me about equipment. Armour upgrades don't only buff your hull, they also buff your equipment (technically, they reduce the damage anything that hits your ship inflicts). Without an armour upgrade, 1 nuclear mine would destroy all your weapons.
(12-17-2017, 12:52 PM)Pepe Wrote: I'm not sure about finishing single player campaign, before accessing kindergarden systems. Maybe that would be the best way into lore, but game mechanic differences might confuse them.
SP campaign in vanilla freelancer or in discovery freelancer? In either case, I can imagine the experience would be vastly different from MP. Unless that is sorted out, it would help nothing.
Personally, I never played SP, apart from first few missions, then got bored. I "might" watch the freelancer movie at some point, but... not very likely.
If I had to play SP first, I would not play at all. I came for MP after all.
One question is, does the "forced" AU8 take up the same amount of cargo space? Most new players are hauling to make credits and upgrade to a better ship. Most even if they had the money for an AU8 would not put it on just for the sake of the extra cargo space. Especially some starting ships are limited on space and the space may not seem like much to someone with transports, but to a new player that extra little space can make a difference when grinding creds for a better ship. So forcing one on if it takes up space is not a good thing. Still nice to have the option to use it or not.