Hello, and about huge systems, very heavy fighters (VHF) and Juni - King - Orillion stalking fleet

There are 2 replies in this Thread. The last Post () by AlexN26.

  • Greetings. I've been following this mod for years, I'm glad to see how it has grown all the way through. All those models from different games so well merged within Freelancer... I like to see so many FreeSpace and X3 ships here. Very rich content. Well, to the topic... I used the search function and, apart from one reply here and there, I coudn't find any discussion about this...


    I have nothing to complain about this mod except on these three matters:


    1. The new systems beyond Sol (Altair and Coalition space, unpopulated systems...). They are gorgeous, really great to watch. And the story... That huge planet in Sovyetskaya terraformed like crazy so humans could put a foot on it. I like it :D ... But the problem is, these systems are REALLY HUGE. It becomes eternal to fly from one waypoint to another in the SP campaign; I feel like my brain is melting down of inactivity between waypoints. I could read a book in that time, except that I can't, because of the Dom' Kavash gunships. It's really time consuming. Why these systems got to be so big (specially the Coalition ones)?


    2. I like to see so many new ships and models. Specially capital ships. But there's one thing. I find there are way too many Very Heavy class Fighters. Just too many. I'd say 90% of all new fighters added in Crossfire are VHF. Why? And why are they all similar in terms of capabilities? They are mostly 6-9 million credits each, almost all of them 8-10 level weaponry, with two level 9 banks and four level 10 banks, 10000-15000 hitpoints... Coalition fighters are just the same to each other, except with the cargo capacity and some hitpoints here and there.


    3. A small bug, the Juni, King and Orillion fleet. It was "rofling" until the babysitter mission to Sol, with the Ghost and the Greyfon, Greyfor, whatever :P ... It took me two hours (I'm not exaggerating) because of this stalking fleet that reappears in every jump, screwing with the spawn points for the train transports. The train transports ended up in infinite loops many times trying to dock with trade lines (specially in Jupiter). Also, a couple of times, when the transports took a trade line in Sol or Houston, the waypoint didn't update, so the convoy flew back to the previous waypoint at cruise speed (flying from that Houston planet to the jumpgate not big deal, but flying through the asteroid belt from Earth to Jupiter just to take the Jupiter-Earth phase lane is painful hehe).


    In any case, great mod. See you in space.

  • 1. the systems are that huge since they were a conceptional idea, creating the impression that they are wider and unexplored


    2. the ship stats developed into this direction since players only use the ship with the best statistics... all other ships are not being used... so we decided to make the top ships pretty much equal to offer many good ships with good stats


    3. the problem you describe happens when you skip one mission waypoint or dont follow the story objectives 100%
    it probably would take us an entire year of development to figure out all eventualities that could happen during the storylline and create security triggers

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