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An Idea

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An Idea
Offline leonidos
11-24-2013, 09:14 AM, (This post was last modified: 11-24-2013, 10:34 AM by leonidos.)
#1
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Today we have many mining factions but we don't see many people mining. I have an idea that may be not much good for some people but i believe it will be much realistic and will improve our game play RP and will introduce much interaction.

So What i have in mind is introduction of Fuel and use of mining commodity.

Ships will consume Hfuel to cruise. Bigger ships will need crew for there maintenance and battle-stations. The more number of crew the more good performance in battle but will need more food ration, water, oxygen and pharmaceuticals. If someone has cloak it will need Hilium3 and alien organism (mineble) for cloaking. Other type of fuel for jump drive. Player bases will need Different type of mineble commodities for construction of cloaking device like artifacts premium scraps and alien organism and hilium3 with some other ore. Some bases will act as smelter that process ores and make goods for construction of cloaks and jump-drive and other things.
Edit :
Now For example
An LF has 4 guns/turrets so it will need 2-3 crew. A HF will similarly have 4-5 and a VHF will have 5-6 crew. In case if transports it will take 15 for less than 3k, 20 for 4k, 25 for 4.5k and 30 for 5k transports(In case of transports crews are not for battle-stations but for maintenance. For capital ships it will take 2 crew for every turret and 4 for mortar and other heavy weapons and a minimum 40 crew for maintenance. Each number of crew will consume 1food ration 1 water 1 oxygen 0.5 pharmaceutical in every hour in normal time but will be doubled at time of battle( if the ship is under attack and hull down to 75% or less ). Crew health will be down if there are no supply and without crew the ship will be crippled ( not stopped and dead but like 10% power core and no cruise start ).
What I am trying to say is some introduction of strategy in Freelancer environment. Something similar like attrition damage.
I believe with this concept we can have many opening and much player interaction. like supply ships.

Sorry as my English is not good enough.
Suggestions are always welcome but please no sarcasm.
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Offline Croft
11-24-2013, 10:56 AM,
#2
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What you'd like to see and what will actually happen are two very different things as what you're suggesting is basically running costs for ships. Simply adding something like this won't increase people mining or RP'ing, it will turn every ship into a small playerbase that needs constant refueling and staffing to work, anyone who has refueled a base can tell you it's not fun. In fact I'd go as far as saying that playerbases and everything brought with them has done more to damage the server than all of the toxic players combined.

The problem is systems like running costs and refueling can't just be throw into a game with high hopes, they need to be key components in the game designed to work with other systems. Freelancer simply doesn't have that.

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Offline leonidos
11-24-2013, 11:33 AM,
#3
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(11-24-2013, 10:56 AM)Croft Wrote: it will turn every ship into a small playerbase that needs constant refueling and staffing to work, anyone who has refueled a base can tell you it's not fun.
I am not talking about constant refueling as you see the statistics i gave for consumption is too few and if that depends upon player's game time. More important all those things can be made available in most of the bases as water and oxygen are already everywhere.
What we gain from this?
If you like to cloak then you need some Hilium 3 and as that is a mineble material you have to ask / pirate / buy some from the miners and use them more cautiously. Players will not go too far from their Systems / Bases without supply for long time.

For refueling 10Food ration 10 Water 5 Pharmacitical and 10 fuel will help you to fly 10 hours very low consumption if you are not fighting.
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Offline Mr.Fabulous
11-24-2013, 01:14 PM, (This post was last modified: 11-24-2013, 01:24 PM by Mr.Fabulous.)
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(11-24-2013, 10:56 AM)Croft Wrote: it will turn every ship into a small playerbase that needs constant refueling and staffing to work, anyone who has refueled a base can tell you it's not fun.

Basically, this. You also have to account the cargo holds of the different ships, decay/consumption rate for the ships... and don't get me started on how you're gonna balance large ships that (iRP) should have crews to operate. Some have some EXTREMELY small holds, like in the 20's or something (Arrow), while capital ships usually have holds not more than 2000, since if they had anymore they'd be used for cargoships anyway.

If, using current cargo hold sizes and current mechanics, the consequences would be:

LF: while most have holds averaging 40, you also have to take into account the Armor, which already takes out a CHUNK of space. Not only that, but already-limited space would then limit the time you'll be able to fly (which makes sense, logically, but would make LF's near-useless as long-range space exploration vessels, and you'd need a fuel hauler for long-range trips. This would make LF's unpopular vessels to fly, only useful for fleet battles, blablabla...

Other Fighter-classes: Similar to the LF-issues, except probably not so much, since they've probably got bigger holds to spare. Still the same problem of needing a hauler for long-range travel. Best for fleet battles, blablabla...

Capitals: Let's take a Liberty Dreadnought with a crew of 200 as an example. That thing has 1600 Raw Cargo Space. The 200 Crew alone puts it at 1400. We'll assume we're using a CAU8, the nice stuff, which takes out 300 units, which leaves around 1100. Sounds like a big enough number, right? Now then, let's tally it... IF 1 crew = 1 food/water/oxygen/consumer goods (they count as toilet paper, etc.), 200 Crew would need 800 units of supplies for ONE CYCLE. That leaves only 300 units for tractoring whatever else you need... that is, if you're comfortable with only consuming one cycle. How would you determine the Cycle duration? Ten Hours? Twelve? A Server Restart? A Month? (IRL, each Cargo Unit for once cycle would be enough to supply a single person for 1 month) So let's say you put the cycle at Ten Hours. What would happen to iRP long-range missions out in the Omicrons (against the Order, duh)? What would happen if you ran out of supplies when the cycle ends? Kill the Crew? What happens when you have less than 200 Crew to operate it? Is there a skeleton-crew variable? What if the current is lower than the skeleton-crew variable? Does it affect handling of the dready? (that would need some serious FLHooking). Or would the ship simply not... function? That would mean if you didn't have enough crew, you'd be STUCK in the middle of space, calling out to any passers-by, or (forbid) [Admin]s to beam you to the nearest base.

... Oh yeah... I almost forgot, the 300 units you have left? You said about the fuel... So let's say you need about 200 units of fuel to keep the ship running for a single 10-hour cycle. Now you only have 100 units to spare. Dayum, that's so little cargo space left.



So yeah. While it would make sense to have some fuel, you've got to consider the math, the balancing, the time the players would have to spend calculating the contingencies to fly your precious little ship.

Sheesh, man. Not even EvE uses a fuel economy. And that game was ****ing hardcore-realism as you could get, WITHOUT introducing the mathematics and complexities of true space-flight.


TL;DR
Fuelancer. Mathlancer. Do you really want?

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Offline Sabru
11-24-2013, 01:48 PM,
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NO!

i'd elaborate, but im too tired and leonardo did a good job of outlining just some of the reasons why your idea would be horrible for disco.

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Offline SnakThree
11-24-2013, 02:23 PM,
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Let's keep the game fun.

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Offline Sabru
11-24-2013, 02:26 PM,
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(11-24-2013, 11:33 AM)leonidos Wrote: Players will not go too far from their Systems / Bases without supply for long time.

so you want to stifle everybody? oh... that will draw the ire (and RAEG) of just about the entire disco community.

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Offline Haste
11-24-2013, 02:27 PM,
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Wait, this is a game?

In all seriousness though, there's plenty of reasons not to want this. It'd end up just being an annoying grind.

If you want to add more 'economy' to the game, adding modules to PoBs that let players turn raw ores into (multiple) processed materials would be interesting.

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Offline Mr.Fabulous
11-24-2013, 02:48 PM,
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(11-24-2013, 02:27 PM)Haste Wrote: If you want to add more 'economy' to the game, adding modules to PoBs that let players turn raw ores into (multiple) processed materials would be interesting.

Now THAT is a Golden idea right there, Haste.

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Offline leonidos
11-24-2013, 03:03 PM,
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Thank you all of you for your Kind opinions. I understand what you are saying. I too agree it will be make the game more difficult. But as much i think in RP server we do all that is logical in other words in RP.
Do you guys remember Max Payne and Wolfestien? Some guy carrying 6-7 guns lots of Ammo shooting everyone and thus people have fun but people doesn't play that game again and again. Once all mission finished some uninstall the game a few restart it in harder mode and then uninstall. Now as i see all the action games are different. People doesn't like easy game... they like it much when its challenging.
FREELANCER is not such game. It is different than others in many ways.
In case of any war its quite illogical that 5-6 battleship camping in core system. For example In the war between LN - RNC the fight must be in the bordering worlds but it happens many times when some LN ( not saying about official factions here) pop up in new Berlin and starts fighting and some Rhineland ship( sometime multiple caps ) pops in NY and starts pew pew.
About resupply thing those essential commodities should be available in every base.
I see none like the idea.
Thanks anyway.
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