Engine Upgrades / Maneuvering Upgrades

There are 12 replies in this Thread. The last Post () by SWAT_OP-R8R.

  • The idea is simple and in my opinion those two things are currently the only parts of your ship you can't really customize to your needs. While simple this would still be some mayor project and therefore I don't think it would still fit into CF 2.0 at this stage but maybe a future update.


    First thing to do would be a slight reduction in base speed and maneuverability / turning rate to all ships (or at least the ones where upgrading those two would make sense in the first place). I have a reduce of 5-10% in mind here, nothing too serious as it would otherwise affect early gameplay negativeley.


    Then introduce the upgrades in various tiers with various benefits and downsides as well:


    Maneuvering Thruster Upgrades
    Increases turning rate in small steps (maybe 5% per tier up to max 25% - just a suggestion) while simultaniously reducing armor strength in the same amount as putting more, bigger or even more unstable thrusters on your hull would simply reduce the armor coverage or your ships and provide bigger weak spots


    Engine Upgrades
    Basically the same as with the thrusters - 5% steps up to 25%, again MK I to V, while reducing cargo space for 10 each tier, up to 50 as bigger engines mean more power/fuel need, therefore you'd need more space. But I'm suggesting a small reduce in armor strength as well (2% with each tier up to 10%) as a bigger engine and power core or fuel tank would be more likely to take major damage from weapos fire. This Upgrade should not affect cruise speed, as it is just perfect right now. It would only affect the base impulse speed and therefore the max speed while you're running the afterburner.


    This said you would also have to adjust the current Armor Upgrades to increase the impact on mass respectiveley to simply prevent players from haveing a VHF that handles just as a LF while still being able to increase the armor. My intention here is simply to customize your favourite ship even more to your playstyle. You will be able to have a VHF that turns like a HF for example but you'd have to make serious cuts to your survivability. You could as well optimize your sluggish and slow freighter into a fast smuggling vessel or courier ship that would have more chances to get away while space is on fire - but you would sacrifice some of your cargo space. Or you could make an already agile interceptor even more agile and fast but you'd literally have a cargo bay with as much space as common wallet - which leads me to the next adjustment that would be needed: base cargo space. Ships as the Butcher for example would need some increase in this matter as it would still be nice to be able to get about 10-20 pods into your cargo even with the max engine upgrade.


    These is a mayor request, I'm aware of that, but I think it 'could' improve gameplay and would provide even more stuff to eagerly search for, more possibilties to mess around with your outfit, then fail and mess around even more until you finally find your much personally golden path. Needless to say: "Need MOOOAAR UpgradeZ!!" :cursing:
    Hopefully I'm not too ambitious here and you take your time to consider my request - would be so awesome to tune your engines :love:


    EDIT: This would as well provide the opportunity to add some specialization to Liberty and Bretonia as they lack in that regard right now. The Kusari have their shield upgrades, Rheinland has it's power generators. Let Bretonia and their respective criminals have the engine upgrades and Liberty the maneuvering upgrades ad all of the houses would ever be happy to have something the others don't have :rolleyes:

    Edited once, last by MeVriS: Fixing awefull grammar and adding some cookies to the dish ().

  • Nice stuff, but I fear a bit that FL have some hard-coded limits which can't be possible pass. OP will tell you for sure if it is possible (at least theoretically) here on CF. But lets assume it is possible: Players which are rly good in fight now will be with this unbeatable. It doesnt matter if you made ship less armored or with less cargo if he will be faster and more agile ... You simply will not see him on your screen and missiles will be not able lock on him.

  • thruster upgrades are not neccessary considering that we have so many different thruster types already
    so instead of upgrading the standard thruster use the adv. thruster... sounds reasonable, right?


    engine upgrades are in my eyes a great feature.... which does not work with FL
    all you could do is to introduce tradable engines which conflicts with the class specific engine setup of the game

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  • I actually meant inertia thrusters - the one's nessecary for an object to be able to turn on it's own in space. Sorry if I wasn't clear enough on that. But if game says no it says no. I don't have any modding experience with freelancer whatsoever and only very little with modding overall. To be honest, I didn't really think of it to be realizable as you guys would surely have come up with a similar idea in all that time but I still felt the need to make the request just in case none of you thought about it yet :S
    Besides: me visiting any forum at all and making suggestions just means I'm really, REALLY engaged with the game and concerned about it's future as I normally avoid forums or social networks in general like the plague :D
    Eventually I'll come up with an idea that would actually be realizable or some of the stuff of my rubbish ideas would still help you come up with something entirely different - I'll just keep up making way too ambitious requests until then :P

  • "... but discovery has this and that"
    *sigh*
    aha... well... discovery has the following... a standardized engine setup which means that players can sell and buy new engines
    this is in theory possible... and maybe on discovery it is also in use.... but it only works there because either every ship is able to mount every engine (eg. battleship engines on small fighters) or because they have used the very few available hp_types to create class specific "engine classes"
    ... well... that is not possible in Crossfire since these very limited hp_types are already used by crossfire specific features which dont exist on discover and never will exist on discover since they are also not able to use more hp_types than the ones which exist in vanilla FL


    hey... if you want such engines in CF... thats no problem
    all you have to do is to agree to loose the battleship weapons, certain special shield types, licenses, roleplay features...
    or
    you accept the statement of one of the most experienced mod creators



    oh and ehmm such engine changes would clearly break the singleplayer storyline as then a few hundred timers and cutscenes are wrong
    creating a working mod is more than adding all available features.... its to make these features work with each other... and that is in many cases simply not possible

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  • but you did

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    Only dead fish swim with the stream.
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    This is ten percent luck,
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  • ... and therefor it provided us with a layman-understandable explanation by OP
    why different mods are ... different,
    why features of one mod can't be utilized in another mod, unless the hell freezes
    and microsoft releases the "vanilla" code of FL, as i.e. it was done with Freespace 2.


    The good of it : results in a CHOICE of mods for players, something for every taste


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  • Well, err.. If had known what my suggestion would cause I'd have kept my mout shut :S
    Nevertheless, thanks for the explanation, why it won't happen until MS stops being greedy (hah! Silly meee... :rolleyes: )
    I totally understand the reasons now that I'm aware of them and I admit personally that I prefer having licenses and huge pewpews over shiny new engines
    So, I suppose we can call this one closed now

  • Ive no problem with suggestions in general. If they are possible and reasonable i am willing to consider them.

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    Only dead fish swim with the stream.
    Don't discuss with idiots. They only drag you down to their level and then beat you with experience there.


    This is ten percent luck,
    Twenty percent skill,
    Fifteen percent concentrated power of will,
    Five percent pleasure,
    Fifty percent pain,
    And a hundred percent reason to remember the name!