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Features

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Banking system (MP)


The Crossfire Mod has a function called "Banking" available. In short this means that you can instantly transfer money between each of your characters. You also can send money from your banking account to any other player (he can be off-line). To use this feature you need first deposit (/deposit) your money. The once deposit money can now be used on another character of the same account after you have withdrawn (/withdraw) it. If you need to send money to another account or to another player you need to use transfer (/transfer). You can also have an overview (/balance) or transfers history (/statement).

UPDATE: With CF 2.0 released was added a new minimal limit, 65M for a character, when you cannot deposit moneys to the bank. If you have less as 65M, and need to "move" moneys, you can do this via transfer between two players.


Commands list: HERE


TAX/FINE commands (MP)


In the Crossfire Mod 2.0 hook were implemented 2 new commands: /fine (Police RP) and /tax (Pirate RP). You need to have equipped one from these licenses to have these commands usable. Once used with syntax as is above, then ship which is selected (target) get request for pay moneys. Amount is counted automatically considering target moneys on his char and balance. Maximum you can get is 20M.

Now few more details how this works and when you will get moneys and when not:
  • You will GET PAYMENT if "target" accept and pay with /yes
  • You will GET PAYMENT if You kill your target (only YOUR KILL is counted!)
  • You will GET PAYMENT if your target leave space for any reason in system where was fined/taxed or if he suicide and right after leave space. Careful about this! ... If you are taxed and suicide in fight, be SURE to jump first to another system (this will CANCEL tax/fine) before do something else!
  • You will NOT get payment if your target suicide. If he is docked in the same system, you may try kill him again and again ... see up and below for possible results.
  • You will NOT get payment and tax/fine is CANCELLED when target kill you.
  • You will NOT get payment and tax/fine is CANCELLED when target jump to other system.
  • You will NOT get payment and tax/fine is CANCELLED when You jump to other system.
  • You will NOT get payment and tax/fine is CANCELLED when You leave space (re-log, sw chars, crash etc.).
  • You will NOT get payment and tax/fine is CANCELLED if passed some time (1 or 2 hours, unsure)

This feature can be used only once in 1 hour against the same player!


Warning: As police you can fine ONLY players which already did criminal action (pirates in general, smugglers (with illegal cargo scanned!), mercs which are acting as criminals (like when they kill someone for bounty). ... use /fine preventively (i.e. when is mercenary going for bounty placed on police) IS NOT allowed! If he take bounty, then is the right time for hunt him and fine him!



Dynamic Economy (MP & SP)


Dynamic economy changes sell/buy locations and prices each day for all common commodities. Change is done each morning. If you are in space during that time, you will be warned ("Console message: Incoming Ion storm ..."). After this YOU NEED to restart game via launcher to synchronize your client and server market files. If you do not restart, then you will most likely be "kicked" right after you buy some commodities and undock from a station.

Dynamic economy does not affect cargo containers trade, BMGs and selling NPC's escape pods to the prisons.

Warning: In SP if you want to have the dynamic economy functional, you will need to download the updates on a daily basis via the launcher.




Inertia (MP & SP)


This feature affects ship movement according to its weight. Its effect was highly reduced from original settings but still are some situations when you will really feel how this affects your ship movement. So what situations am I talking about and how does this thing work? In short: The more equipment on your ship (affects total weight) and the more time spent in space without docking the inertia will get stronger. Stronger means that if you want to change your ship movement vector, you will need more time and more power for this action. OK you can think now, and what?

What? ... If you are in free deep space then nothing, turn can take more time but it is not a problem. Completely different situation will be if you want to speed dock on trade-lane (TL), jump-gate (JG) or planet from full speed. In first case you will only miss TL or JG - your ship will "refuse to turn or stop" and will continue moving on original vector. In second case you can hit planet atmosphere and lose your ship and cargo. With valuable equipment on board it can be hard earned experience. You can also find that your ship's movement in fight can be little different (read worse) with full cargo.

So what with this now? First thing which can help is know about this feature. Second is practice, you will see real difference when you will finish your first and 100th train run. When inertia becomes stronger, you need to start turning sooner and use lower docking speed. Also when you are travelling long distances, it is good to dock from time to time... when you are chased for a long time, then "dock" can give you nice advantage in fight. Last thing which can be useful on your ship is to remove armor upgrade and instead mount any of the weight reduction kits. Maybe you think that more armor is better in all cases ... its not.


Turret Zoom


This feature lets you adjust the Turret View camera using the mouse wheel. The default behaviour is to adjust the "z" position of the camera, providing a zoom in (wheel down) and out (wheel up) feature. Use the modifiers for additional control:

Shift move by 10K
Ctrl move by 1K
Alt move by 100
Shift+Ctrl move by 10
Ctrl+Alt move by 1

Zooming in causes the camera to become quite sensitive. The speed is halved every 10K, but can be fine-tuned by holding Shift+Ctrl+Alt and moving the wheel down (halve the speed) or up (double it).

Holding Shift+Alt and moving the wheel down will switch to "y" mode (moving the wheel up will go back to "z"). In "y" mode, the camera will move up and down with the wheel (awesome for taking very nice close screenshots for your ship).



Cloaking - CF 2.0 (MP)


Feature is functional, further small optimizations are expected.



In order to use this server feature you need to have vessel equipped with a Cloaking Device. Different ship classes now have different need (10-30) for Red Crystals, in order to get ship cloaked. Red Crystals (obtainable in Inner Core Sector and later also on Clan bases) are stored on ships as ammunition (you will not lose them when killed!!!) and theirs amount per ship is limited by 50 pieces or cargo capacity (1 crystal/1 cargo space). Small ships have now short activation time, but cloak duration is also short. Large(r) ships need more time to activate cloak, but they then can be cloaked several minutes. ... Discussion thread HERE.


Tour de Universe - CF 2.0 (MP)


Automatic "Race" type event running on server each 23 hours. ... Discussion thread HERE.


Clan systems - CF 2.0 (MP)


Clans (official) have possibility create message that is shown to every player which enters that clan system (greetings, basic rules, etc). ... Discussion thread HERE.


Clan bases - CF 2.0 (MP)


Modular base used by clan and chosen friends (access fully configurable by base administrator - clan leader).

These bases contains:
  • Commodity dealer
  • Bar (with NPC missions)
  • Equipment room (only players stored stuff here)
  • Ship Dealer (three special clan ships)
  • Production facilities (thrusters, shields, torpedoes)
  • Base shield(s)
  • Mooring facility (allows dock trains and battleships)
  • Storages
  • Defence platforms (2)

... Discussion thread HERE.


Conquest - CF 2.0 (MP)


On-Hold (Feature is not implemented). ... Discussion thread HERE.


Inter clan base - CF 2.0 (MP 2017)


Testing phase (Special base to be build in hostile space, contains only non-production facilities and do not have ship dealer, open access). ... Discussion thread HERE.


New chars protection - CF 2.0 (MP)

Every created new character can't be taxed, fined, damaged in PvP or can inflict damage in PvP, IF he is not level 40 OR at least ONE character on active account do not have more as 10 hours.


Only one condition must be true, not both for this protection to be active. Player is except this all the time vulnerable to damage inflicted by NPCs as also to environment risks like is strong gravity, sun's coronas, minefields etc. Player also still can be damaged with his own ammunition like is too close missiles explosion etc.

With the latest change to this feature a player need to have 10 hours on only ONE character on active account to be able participate in PvP with every his character on this account with lvl higher as 40.




Character renaming (MP)

Clan leaders now have the ability to rename player characters. Once used a rename command is announced in space that player known as "old name" is now known as "new name".

Comments 2

  • User Avatar

    Joi_Trent -

    Does the Dynamic Economy really have no effect on BMGs? I have other experience.

    • User Avatar

      Martind Forlon -

      Have effect .. some days shows BMGs (for buy) on bases where normally are not. This offers new trade possibilites for clever smugglers.

  • User Avatar

    Soul Eater -

    Tax and Fine rule...where is "simply the best" rule? ... or..hey m8..prepare 1kk tax or die...:)