Freelancer and the Discovery mod in particular are very structured, with distinct classes that are specifically balanced towards each other. It's not a problem, its a legitimate way to do things, and it seems to work pretty well.
But there is a lot of interesting things that can be done if you didn't have classes at all, just hulls with a bunch of cargo space and hard points that can be filled out so that the ship is optimized for your specific desires. Imagine a BWT with 12 hard points and 3600 cargo, and its up to you to make it into a cargo ship, a cruiser, or a hybrid smuggler. Discovery does *some* stuff like this now, like with armor using up cargo, but other games have done things like use thrusters on hardpoint mounts to improve turning agility (and give up guns for it), add external equipment like IFF decoder on a hardpoint, and so forth. In the context of Freelancer it would be something like make CDs into formal missiles that use a forward-facing hardpoint, make CM droppers into turrets that you mount along the side hardpoints, and so forth etc. This isn't really feasible in Discovery because of the heavy class-based balance system (battleships cant have CD, large transports cant have CM, and so forth).
Just wondering if any other mods have gone down this road and if it "worked" or not.
' Wrote:The point I'm getting at is that all missiles can be a CD.
Most missiles simply don't have the function activated.
That's right, because class-based balance requires some classes not have them, so they use custom hardpoints that are not available on all models.
Missile is a missle (apart from projectile form factor issues) so in an unstructured setup you would have a generic missle launcher, and buy whatever ammo you wanted for it. Maybe it would be CD, or maybe cannonball, or maybe paralyzer. This doesnt work in original Freelancer or in Discovery because the CD is a separate hardpoint, and even if the CD ammo did use missle launchers there are a bunch of ships that dont have forward gun hardpoints. It's too different
Here, this is from Escape Velocity, a Mac game in th 90s. You had cargo space and hardpoints
Need more power, then buy a bigger engine and lose cargo space. Need more hull protection, then buy armor and lose cargo space. Now you're a cruiser not a cargo ship.