The future Direction of AlTeReD StAtEs

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The future Direction of AlTeReD StAtEs

Post  Spartan on Sun Jan 24, 2010 1:20 pm

Ok guys with 1.38 released the future direction of this mod is up for discussion. I'd like to open it up with what I'd like to do with the mod as far as ships and equipment are concerned. I want to take a premise that I've seen in limited use on several servers and implement it on a server wide scale: equipment that uses cargo space. First thing I want to do is completely scrap the Freelancer class system. All weapons, shields etc etc would revert to class 1 as far as FL is concerned and the class would be removed from the info cards and replaced with a "weight" listing. This would be the number of cargo slots an item takes to be mounted. Every item would have this weapons, shields, armor, sensors etc etc etc. Each ship would have an increased cargo capacity so that you have room to mount all the equipment and a little extra to put a little more where you want it. So using my sample below of the Starflier the old one has 20 cargo the new one 270, How did I arrive at that number for cargo? Simple, using the chart below I took the base cargo then added cargo based on the old version's states 3 class 3 gun mounts, class 3 shield, sensors, etc everything I could think of including bots and bats (10 per cargo slot). added all of it together and threw a little extra in just for good measure and came up with that number. This setup in my opinion allows players alot of freedom to build a ship to their specifications and preferences. Some of the additional modifications I would like to make to really make this an even better change is lifting the 50 shot limit on projectiles instead relying again on cargo space for them. Some real fast thrusters that take up loads of cargo space or finding a way to make the amount of open space in your cargo affect the max speed of cruise, and thrusters. Under this kind of mod the good old Action 6 Freighter would definitely be making a return to active duty, some of you may remember the A-6 as the freighter with 10,000 cargo and one of the thickest armours of anything ever put in this thing. Some stuff like armor we have more than10 types or classes if you will would go up in a similar way the biggest taking up 200 cargo. The only downside is that I would definitely have to find some real good tutorials on making this stuff work and/or bring in some outside talent to help me with this. Anyway take your best shot guys give me your ideas, pick on mine some (be nice though) let's hear it.

Sample:

Old Starflier:

Gun/Turret Mounts: 3
Armor: 1100
Cargo Space: 20
Max Batteries/NanoBots: 10/10
Optimal Weapon Class: 1
Max. Weapon Class: 3
Additional Equipment: M, CM

New Starflier

Gun/Turret Mounts: 5
Armor: 550
Cargo Space: 270
Max Bots/Bats: n/a
Optimal Weapon Class: n/a
Max. Weapon Class: n/a
Additional Equipment: M, CM, CD/Torp x1

Old equipment class sample

Old value | New minimum cargo value

class 1 | 10
class 2 | 20
class 3 | 30
class 4 | 40
class 5 | 50
class 6 | 60
class 7 | 70
class 8 | 80
class 9 | 90
class 10 | 100

*all values are not final these are examples only!!!!
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Re: The future Direction of AlTeReD StAtEs

Post  Spartan on Mon Jan 25, 2010 12:50 pm

Bump

Come on guys I really would like your input here, this mod is as much yours as mine
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Re: The future Direction of AlTeReD StAtEs

Post  Odin on Fri Jul 16, 2010 9:55 am

tell ya what id like to see.we have non-ammo using torpedos.id like to see some non-ammo using countermeasures. What a Face

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Re: The future Direction of AlTeReD StAtEs

Post  Admin on Fri Jul 16, 2010 1:50 pm

Lol we'll see about that but in the next version ammo will again be required by many weapons that may include the gatling guns if I can figure out how to break the 50 round limit Very Happy. It actually has to do with the new ship configuration as explained above.

Here's something else for you guys to discuss. In the current version of the mod we have a static economy, you know trade runs don't change etc etc. We've also played with a dynamic economy add-on that adds special trade runs at random to the universe. In the next version I want to go to a strictly dynamic economy. The last time the server was up the max limit for the time a run would last was an hour or so this time around I aim to remove all static trade runs and have the dynamic economy plugin create all the trade runs. The runs would last anywhere from 1 hour to 1 week, or perhaps even longer although I like the idea of trade runs never being the same two weekends in a row.

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Re: The future Direction of AlTeReD StAtEs

Post  Apothis on Sat Jul 17, 2010 4:21 am

Could we get infinate countermeasures too?

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Re: The future Direction of AlTeReD StAtEs

Post  Odin on Sat Jul 17, 2010 4:22 am

Apothis wrote:Could we get infinate countermeasures too?


lol thats what i just asked happy to see someone else shares my opinion on that. glad to see u here apothis see ya on the server later. Very Happy

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Re: The future Direction of AlTeReD StAtEs

Post  Apothis on Sat Jul 17, 2010 4:30 am

yup ill be there with the gryphon i may have to go find a new ship but it will be cool

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Re: The future Direction of AlTeReD StAtEs

Post  Spartan on Wed Aug 11, 2010 4:44 am

I've been seriously considering a unlimited CM system and keeping in mind that alot of the weapon systems are being revamped to require ammo and ammo will require cargo space once I get the next version out Smile I had to think long and hard about whether or not to allow an unlimited CM and how it would affect the combat balance of the mod. My answer is yes we could put it in, however we need ways to make it balanced here are the preliminary specs on such a weapon system would work. One thing you'll notice is I try to find somewhat scientifically plausible methods for such off the wall designs to be viable, please note the specs will likely change somewhat after completion and addition to the test module Very Happy

Infocard:

L.E.M.-10X CounterMeasure Pod

The LEM-10X was developed by a small R&D facility at the behest of the Liberty Navy in response to the number of projectile weapons being used by criminal elements throughout the Sirius Sector. Using research based on Nomad technology the L.E.M.-10X is the result of nearly 15 years of research and testing the Liberty Navy was unimpressed with the results. Although the L.E.M. has no need for conventional ammunition as it uses a combination of UV Lasers and Electrom Magnetic fields to create sensor distortions that blind or confuse many sensors it's reliability is somewhat erratic. Public testing was held after project was scrapped by the Navy showing a mere 3% success rate. At first blush no one was particularly interested in such a useless looking device, shortly after it was pulled from the market all known stockpiles of these were quietly purchased and disappeared. Nearly 4 years later they were found... Equipped on Spartan Renegade ships. As the first SPR raiding party entered scanner range of Manhatten the liberty navy and police forces literally laughed at the readouts thinking SPR had lost their mind. As they launched missiles expecting an easy victory against 6 raiders sensors went nuts as first dozens then hundreds of L.E.M. CM's appeared. That raiding party destroyed the Dreadnought Sioux Falls and her escorts then escaped without a scratch.

Stats:

L.E.M.- 10X Counter Measure

Effectiveness: 3%
Ammo: No
Energy 45
Refire: 3.45
Lifetime: 60 seconds
Weight(cargo): 1000


Thoughts and ideas?
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ammo

Post  Shadowstorme on Sat Aug 21, 2010 4:46 am

the weight of each item is pretty simple to change it just takes a lot of time to do each piece ... if you havent figured out how to set the amounts of ammo yet send me an email, im sure i can step you thru it..... oh by the way ....HI SPARTAN !!!!!!!!!!!!!!!!!!!!!!!!!!!! what ya up to ya old Canuck... so the new CM system would be like shooting tiny fletchlets ? small percentage for each one to actually work but if enough is sprayed it is still effective? that the idea?

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Re: The future Direction of AlTeReD StAtEs

Post  Spartan on Sat Aug 21, 2010 5:17 am

Holy $@!/ I thought you were dead!!! Yeah I got the cargo thing figured out but the ammo thing is still bugging me. Been a little busy lately though and my net isn't up to par yet. I'm slowly working on the mod in my spare time. Yes the new CM system is alot like that although I was kinda thinking of it as more related to an anti infrared system I read about in a fiction book somewhere Smile so here's a big question are you back m8
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ammo

Post  Shadowstorme on Sun Aug 22, 2010 11:02 am

Naaaaa not dead yet..... My butt is dragging from College tho... just finished Unix programming and network security advanced and moved on to a Client/Server class... so far this ones a cake walk. Look in the Data folder in the game, find the file called constants. in it you can change the amount of ammo. heres an example of what the contents looks like.
[Constants]
COLLISION_DAMAGE_FACTOR = 0.500000
MUSIC_CROSS_FADE_DELAY = 10.000000
MUZZLE_CONE_ANGLE = 40
PLAYER_COLLISION_GROUP_HIT_PTS_SCALE = 3
PLAYER_ATTACHED_EQUIP_HIT_PTS_SCALE = 5
MAX_PLAYER_AMMO = 100
Snow ill be honest with you, Ill be here as much as I can for you but as far as actually playen the game, i cant dedicate more than a few hours online a week right now. BUT HELP N SUPPORT IM THERE FOR YA. just dont have a lot of time to play games. Full time college and full time job sux. Now I see why these kids nowadays would rather live off their parents than find a job lol.

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Re: The future Direction of AlTeReD StAtEs

Post  Spartan on Sun Aug 22, 2010 12:50 pm

Well I'll take what I can get. Very Happy I'll probably be needing to pick your brain it's become obvious to me that it's easier for me to start over and build a fresh mod and build all the equipment and ship with the new specs instead of trying to sort out the stuff in the current mod
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Re: The future Direction of AlTeReD StAtEs

Post  St4rD3str0y3r on Wed Oct 06, 2010 1:25 am

If you'd like to know how to set indefinite CM's, try contacting FlyByU @ http://freelancercommunity.net/

They work great in his mods. Wink

[ St4rD3str0y3r ]

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Re: The future Direction of AlTeReD StAtEs

Post  Spartan on Wed Oct 06, 2010 5:43 am

cool thanx for the heads up although i think it's pretty simple should just set the equipment to not require ammo and go. But if i have problems I'll contact him
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