Wow! Jinx you read my mind with this proposal. I was thinking long time ago about that, how to make use of the vast system map vertical and how to add some spice (discovery) into Discovery... Perfect idea! Thumbs up!
Also, I love the idea of massive systems, and removing all current code wrecks, and adding new ones in the far distant systems, that are really powerful.
Those are both spectacularly epic ideas, especially if a LOT of these systems are made, like so many that they would take months for any one person to chart, especially without nav maps.
However, I don't like the idea of current codes being made faction controlled, IMO, they should be left as they are, just simply having the wrecks removed/made not to drop codes, so that there is suddenly a limited number of them, and they become really valuable (plus it gives a certain 'player-run market' feel), which would coincide fantastically with the introduction of new codes in these far far out, vast, unexplored systems.
Jinx I like the idea of having a few large systems. Especially in 3D. This makes a great setting for explorer RP.
There could even exist hazard areas along with your proposed treasure sites. Like intense radiation where your hull drops uncomfortably fast.
The treasure sites don't have to always be high powered guns, instead add a rare commodity. Something where RP can be built on. Rare minerals or even Nomad related artifacts.
A side note, I would really like to see player locations listed as a general area and not the exact system. For example, a player in Colorado would display Liberty. So... Liberty, Bretonia, Kusari, Omegas, Taus, Border Worlds, etc.
Go try huge systems on Void mod, there was an idea of huge systems in 3D space instead of 2D and they are huge, filled with planets (over 30 per system), nebulas and ****. Result = SUPER FFFFFFUUUUUUU any time you have to fly there. Even of system filled up with 20 players they can't find each others, that takes ****load of time to get anywhere and if system is unmappabe you'll never ever find that hole back to the rest of the world without mentioning the fact that we are not able to place WP markers only on the system plane. So admins will get overspammed by some "OMG I GOT LOST WITH MY BS GOD KNOW WHERE BEEEEEAM ME BACK PELASSEL QQQ_QQ" threads and PMs.
Anyway, idea is bad, freelancer not made for such things, our scanners are looking around only in 15k (at best) and you need to get really close to the object to map it already.
Blocking FL companion and DS is kinda easy by altering some name resource dlls and other key files. No idea how, but it is done on Void long ago and DS just refusing to show any names of objects or so.
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' Wrote:- possibly remove CODENAMES from the game and place them to their respected factions as expensive but buyable special guns under FACTION supervision ( playerfaction )
Uhm no. Please don't let factions decide who gets to use uber guns.
It's easy to block FLC and DS. In fact, FLC has a built-in mechanism to do with one particular mod. It's also as easy to reverse such changes. Don't bother, because we will bypass it.
Good idea Jinx. I don't like Newcastle as a core system, but I think there could be some good role play in exploring a system like you described. I'd love to see it.