From my knowledge it is not possible.
CF1.6
- SWAT_OP-R8R
- Thread is marked as Resolved.
-
-
update:
New sounds for Crossfire Docks + Coalition HQ
Omicron Minor <-> Nomad Lair jumphole unlocked
Omicron Minor <-> Outer Dyson jumphole unlocked
Magellan <-> Leeds jumphole unlocked
Omega-3 <-> Cambridge jumphole unlocked
Manhattan <-> Manhattan jumphole unlocked
Frankfurt <-> Hamburg jumphole unlocked
minor bug on both trains fixed
splash damage added to all ships (10k damage to shields + 1k damage on hull if shields are down)
splash damage for big ships have higher range and more damage
5 EMP mines added
battleship icons replaced
3 more introscreens added
the first 46 new pilotable ships have been completed and successfully tested (without any bugs)
ASF + CSF use very heavy cruisers now (Cerberus class + Midnight Hammer class)some of the ship stats:
Guns/Turrets: 4/1
Armor: 6300
Cargo Holds: 50
Max Batteries/NanoBots: 45/45
Optimal Weapon Class: 8
Max. Weapon Class: 9
Additional Equipment: M, CM, CD/TThe Bowin is a standard heavy fighter produced on the New York Shipyards. It's agility and the ability to carry heavy guns even just in small numbers makes this ship a threat to all agressors.
--------------------
Guns/Turrets: 6/0
Armor: 8100
Cargo Holds: 40
Max Batteries/NanoBots: 50/50
Optimal Weapon Class: 8
Max. Weapon Class: 10
Additional Equipment: M, CM, CD/TThe A-9fx was build to chase Nomad intruders in the Omicron systems. With it's good agility and speed this ship is perfect to hunt fast ships.
--------------------
Arcangel
Guns/Turrets: 6/0
Armor: 9100
Cargo Holds: 100
Max Batteries/NanoBots: 60/60
Optimal Weapon Class: 8
Max. Weapon Class: 10
Additional Equipment: M, CM, CD/TThe Arcangel, a hell of a ship. Agile, fast, deadly and with a design that let freeze your enemies blood.
--------------------
Guns/Turrets: 6/0
Armor: 9000
Cargo Holds: 120
Max Batteries/NanoBots: 60/60
Optimal Weapon Class: 8
Max. Weapon Class: 10
Additional Equipment: M, CM, CD/TThe Hornet is build on Hamburg by an independant Company called Exa-Industries. In fact this is a very good ship, only its hull seems to be a little bit too weak.
--------------------
Guns/Turrets: 6/0
Armor: 12700
Cargo Holds: 150
Max Batteries/NanoBots: 75/75
Optimal Weapon Class: 8
Max. Weapon Class: 10
Additional Equipment: M, CM, CD/TThe F-190 Malice was originally build under the name 'Dagger' but renamed after rumours appeared that there is a ship in development with the same name. The Dagger is a heavy fighter with strong hull and strong weapons. A typical very heavy fighter.
--------------------
Guns/Turrets: 6/0
Armor: 10700
Cargo Holds: 140
Max Batteries/NanoBots: 65/65
Optimal Weapon Class: 8
Max. Weapon Class: 10
Additional Equipment: M, CM, CD/TOne been a concept design the Avenger proved it's abilities in several fights around Death Valley and the unknown systems. The strong hull and the heavy guns are the reason why it is one of the most valueable ship inventions since the rediscovering of the alliance ship concepts.
--------------------
Guns/Turrets: 6/0
Armor: 10100
Cargo Holds: 130
Max Batteries/NanoBots: 63/63
Optimal Weapon Class: 8
Max. Weapon Class: 10
Additional Equipment: M, CM, CD/TThat's a real Shooting Star. A very heavy fighter at it's best, build on New London this ship connects high firepower with a good agility. It belongs to the best what you can find in sirius.
--------------------
Guns/Turrets: 4/4
Armor: 22300
Cargo Holds: 450
Max Batteries/NanoBots: 135/135
Optimal Weapon Class: 7
Max. Weapon Class: 10
Additional Equipment: M, CM, CDThe APC has the biggest cargohold that a ship of the freighter class does offer. Together with it's heavy guns this ship is the 'Traders dream'.
--------------------
Guns/Turrets: 6/0
Armor: 5700
Cargo Holds: 50
Max Batteries/NanoBots: 30/30
Optimal Weapon Class: 6
Max. Weapon Class: 6
Additional Equipment: M, CM, CDThe Stormrider is a light fighter close to the border to an heavy fighter... it is very agile and has average gunpower. All in all a good ship if you can avoid enemy fire.
--------------------
Guns/Turrets: 6/1
Armor: 9700
Cargo Holds: 120
Max Batteries/NanoBots: 65/65
Optimal Weapon Class: 8
Max. Weapon Class: 10
Additional Equipment: M, CM, CD/TThe Intruder can be compared with most other very heavy fighters in Sirius. It is strong and agile. A good choice for an experienced pilot.
--------------------
StrikeEagle
Guns/Turrets: 5/2
Armor: 9100
Cargo Holds: 150
Max Batteries/NanoBots: 70/70
Optimal Weapon Class: 8
Max. Weapon Class: 10
Additional Equipment: M, CM, CD/TThe Strike Eagle is a fighter that was supposed to be used to smuggle large amounts of alien artifacts, cardamine and whisky. Due to secret containers inside the ship the hull is not very strong.
--------------------
Guns/Turrets: 6/1
Armor: 10700
Cargo Holds: 110
Max Batteries/NanoBots: 62/62
Optimal Weapon Class: 8
Max. Weapon Class: 10
Additional Equipment: M, CM, CD/TThe Angel Wing is a heavy fighter with average equipment and a strong hull. It is a typical allrounder.
--------------------
Adonis Freighter
Guns/Turrets: 1/5
Armor: 14200
Cargo Holds: 210
Max Batteries/NanoBots: 85/85
Optimal Weapon Class: 8
Max. Weapon Class: 10
Additional Equipment: M, CM, CD/TThe Adonis is not a big freighter or a good fighter. The Adonis is a mixture of both... average cargospace and good firepower. The best choice for lonely trader without an escort.
--------------------
Guns/Turrets: 2/4
Armor: 15300
Cargo Holds: 250
Max Batteries/NanoBots: 115/115
Optimal Weapon Class: 8
Max. Weapon Class: 10
Additional Equipment: M, CM, CDThis small Troop Carrier once was used to transport large groups of civilists to colonize new planets. Nowadays this job has been taken over by Battleships and Luxury Liners which is a much more comfortable way of travel for the passengers. The old Troop Carrier is now used by small private companies to transport all kind of commodities.
--------------------
Guns/Turrets: 4/1
Armor: 2700
Cargo Holds: 30
Max Batteries/NanoBots: 25/25
Optimal Weapon Class: 6
Max. Weapon Class: 7
Additional Equipment: M, CM, CD/TThe Nexus originally was designed to be a support unit for heavy battles where big repair ships are easy targets. Its small size would have been perfect for repairing battleships while they are still being attacked. Due to technical problems this idea has been dropped and the ship design was altered to a light fighter. The Nexus has one big advantage towards other light fighters: the original powergenerator which delivers a high amount of energy to all ship systems.
--------------------
Guns/Turrets: 6/0
Armor: 9500
Cargo Holds: 100
Max Batteries/NanoBots: 67/67
Optimal Weapon Class: 8
Max. Weapon Class: 10
Additional Equipment: M, CM, CD/TThe Cobra is a very solid build fighter. Its core powersupply and the centralized weapon systems are a very dangerous answer to upcomming attacks. The Cobra can deal with nearly all threats and is more than just agile. The place where these ships have been produced is still unknown.
--------------------
Guns/Turrets: 6/0
Armor: 9000
Cargo Holds: 140
Max Batteries/NanoBots: 69/69
Optimal Weapon Class: 8
Max. Weapon Class: 10
Additional Equipment: M, CM, CD/TThe Raptor is a prey with very good abilities. It has enough power to be dangerous enough to mess with a battleship. Heavy guns, good agility and its powersource are the reason why this ship belongs to the 'top dogs' in Sirius.
--------------------
Guns/Turrets: 6/1
Armor: 10700
Cargo Holds: 90
Max Batteries/NanoBots: 60/60
Optimal Weapon Class: 8
Max. Weapon Class: 10
Additional Equipment: M, CM, CD/TThe Geko is a very heavy fighter that has been optimized for fights but not for carrying cargo. It has a strong hull and a good behaviour in fights but its nearly useless if it is use to transport cargo.
--------------------
Guns/Turrets: 6/0
Armor: 9800
Cargo Holds: 130
Max Batteries/NanoBots: 65/65
Optimal Weapon Class: 8
Max. Weapon Class: 10
Additional Equipment: M, CM, CD/TA slim design with powerful weapons. The Chimera is build on Planet New London but the local government did fear that the ship will be used by the local pirates. That is why this ship design is not allowed to be sold there.
--------------------
Guns/Turrets: 6/0
Armor: 6700
Cargo Holds: 80
Max Batteries/NanoBots: 45/45
Optimal Weapon Class: 6
Max. Weapon Class: 8
Additional Equipment: M, CM, CDThe V-Fighter, amedium fighter that was designed for small raids against pirates and Lane Hackers. It turned out to be a good ship against other medium fighters used around the house systems of Sirius. The design is simple but effective.
--------------------
Guns/Turrets: 4/0
Armor: 5700
Cargo Holds: 50
Max Batteries/NanoBots: 40/40
Optimal Weapon Class: 8
Max. Weapon Class: 9
Additional Equipment: M, CM, CD/TThe Exocet is a medium fighter with very good short range abilities. Its heavy guns and overdimensional powergenerator makes this ship a very good choice for small raids or defending bases.
--------------------
Mirage-X
Guns/Turrets: 6/1
Armor: 11700
Cargo Holds: 150
Max Batteries/NanoBots: 55/55
Optimal Weapon Class: 8
Max. Weapon Class: 10
Additional Equipment: M, CM, CD/TThe Mirage-X is based on the design of the original alliance Mirage. The task was to maximize the firepower but the result was a loss of agility due to the heavy guns and the powergenerator.
--------------------
Guns/Turrets: 6/0
Armor: 10300
Cargo Holds: 70
Max Batteries/NanoBots: 70/70
Optimal Weapon Class: 8
Max. Weapon Class: 10
Additional Equipment: M, CM, CD/TThe SF18 Arrow is a good choice in every situation... it is agile and powerfull. If you see your opponent using this ship you should turn around and never come back.
--------------------
Guns/Turrets: 6/0
Armor: 10200
Cargo Holds: 140
Max Batteries/NanoBots: 65/65
Optimal Weapon Class: 8
Max. Weapon Class: 10
Additional Equipment: M, CM, CD/TThe Abraxas is a new Liberty fighter. It has a slim design that has been created out of the old alliance vessels found in the databases on Earth. The ship is agile and deadly.
--------------------
Guns/Turrets: 0/10
Armor: 280000
Cargo Holds: 1000
Max Batteries/NanoBots: 0/0
Optimal Weapon Class: 10
Max. Weapon Class: 10
Additional Equipment: N/AShips of the Cerberus class are the ASFs pride. Finest technology the newest duranium hull have made this ship even stronger than the battleships of the house systems. The weapons are more than just deadly and the whole design has just one single weak point (information classified).
--------------------
Midnight Hammer
Guns/Turrets: 0/10
Armor: 280000
Cargo Holds: 1000
Max Batteries/NanoBots: 0/0
Optimal Weapon Class: 10
Max. Weapon Class: 10
Additional Equipment: N/AThe Midnight Hammer battleship class is build somewhere in Kusari space. The exact place is not known. The CSF soon found out that this ship is very valueable and even able to be a danger to ASF's Cerberus class. Even if the design is different from the Cerberus the main components of both ships seem to have the same origin.
--------------------
Guns/Turrets: 0/9
Armor: 30000
Cargo Holds: 430
Max Batteries/NanoBots: 170/170
Optimal Weapon Class: 3
Max. Weapon Class: 3
Additional Equipment: M, CMGenerally used to safely deliver goods and personnel (usually VIP's), to corporate and military bases.
--------------------
Guns/Turrets: 0/5
Armor: 25000
Cargo Holds: 600
Max Batteries/NanoBots: 200/200
Optimal Weapon Class: 4
Max. Weapon Class: 5
Additional Equipment: N/AIn the economy of the Sirius system, all of the Houses benefit from the everyday service of this craft. It was the first class of ship to be built.
--------------------
Guns/Turrets: 0/5
Armor: 35000
Cargo Holds: 700
Max Batteries/NanoBots: 250/250
Optimal Weapon Class: 4
Max. Weapon Class: 5
Additional Equipment: N/AOnce resources were identified and the outer settlements took root, this class of ship was built to better capitalize on and support these interests.
--------------------
Guns/Turrets: 0/0
Armor: 14600
Cargo Holds: 140
Max Batteries/NanoBots: 750/750
Optimal Weapon Class: 0
Max. Weapon Class: 0
Additional Equipment: N/A/TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT> </TEXT><PARA/><TEXT>With the hazards of business, commerce, expansion, and exploration, ships sustain damage. These units are part of the damage control team.
--------------------
Guns/Turrets: 0/5
Armor: 30000
Cargo Holds: 350
Max Batteries/NanoBots: 150/150
Optimal Weapon Class: 4
Max. Weapon Class: 5
Additional Equipment: N/AThe workers of the corporate matrix. These ships are generally employed in the moving of cargo of all types between transports, trains, and bases.
--------------------
Guns/Turrets: 0/7
Armor: 80000
Cargo Holds: 300
Max Batteries/NanoBots: 0/0
Optimal Weapon Class: 8
Max. Weapon Class: 8
Additional Equipment: N/AThough built by the Liberty Navy to be a medium-range vessel, the Cruiser class is a fine melding of punishing firepower and streamlined mobility.
--------------------
Guns/Turrets: 0/6
Armor: 25000
Cargo Holds: 100
Max Batteries/NanoBots: 0/0
Optimal Weapon Class: 6
Max. Weapon Class: 6
Additional Equipment: N/ABuilt in large numbers by the Royal Bretonia Navy, this class serves as a reliable sentry force as well as an effective method of mass deployment.
--------------------
Guns/Turrets: 0/15
Armor: 40000
Cargo Holds: 150
Max Batteries/NanoBots: 0/0
Optimal Weapon Class: 7
Max. Weapon Class: 7
Additional Equipment: N/ABuilt in large numbers by the Royal Bretonia Navy, this class serves as a reliable sentry force as well as an effective method of mass deployment.
--------------------
Guns/Turrets: 0/3
Armor: 25000
Cargo Holds: 100
Max Batteries/NanoBots: 0/0
Optimal Weapon Class: 6
Max. Weapon Class: 6
Additional Equipment: N/AIn an effort to better enforce the will of the Emperor, the Imperial Navy developed this ship. In large numbers they are particularly devastating.
--------------------
Guns/Turrets: 0/13
Armor: 40000
Cargo Holds: 150
Max Batteries/NanoBots: 0/0
Optimal Weapon Class: 7
Max. Weapon Class: 7
Additional Equipment: N/AThis class of ship was the first one built by the Shogunate to support the feudal Lords in the provinces. It remains a dangerous opponent.
--------------------
Guns/Turrets: 0/6
Armor: 25000
Cargo Holds: 100
Max Batteries/NanoBots: 0/0
Optimal Weapon Class: 6
Max. Weapon Class: 6
Additional Equipment: N/AThis ship is used largely as a tactical support unit, however due to its speed it can also be used as a deep incursion craft for contact teams or recon.
--------------------
Guns/Turrets: 0/15
Armor: 40000
Cargo Holds: 150
Max Batteries/NanoBots: 0/0
Optimal Weapon Class: 7
Max. Weapon Class: 7
Additional Equipment: N/AThis ship class has been produced in large numbers by the Rheinland military and serves as the veritable backbone of the Chancellor's fleet.
--------------------
Guns/Turrets: 6/1
Armor: 10900
Cargo Holds: 50
Max Batteries/NanoBots: 90/90
Optimal Weapon Class: 8
Max. Weapon Class: 10
Additional Equipment: M, CM, CD/TDuring the early days of the Coalition war the Reaper was one of the most valueable ships of the Coalition. But due to its size it soon became a target of the light fighters of the Alliance. Now after some changes on its design were made it is a powerful weapon again.
-
That's a big list, nice work! Pics?
-
I have another suggestion...
I don't think its possible, and maybe its been said before, but here goes:
Could we implement (instead of that new, die=lose money system) a dynamic economy?
By that I mean, the prices of certain commodities increase or decrease depending on how much is going around (from the NPC traders or just the players)? For example, several people trade Prisoners from New Berlin to Stuttgart, or other ship VIPs and Boron in NY. Some do that ALL DAY LONG just to make money.
I say, that if the planet is getting too much of something, it would reduce its buying price of something (for example Stuttgart has too many Prisoners, they decrease the price and instead pay more for Oxygen...). Same with the VIPs; if a luxury liner has "too many onboard" (many have been delivered), the buying price will drop for that commodity, and maybe rise elsewhere.
Now for the intricate part which could be left on the side if it really wasn't possible.
Everytime someone kills and NPC, their reps is affected. How about, when a player kills a convoy of commodities to a certain planet (they'll know if they hail them), then that would affect the buying price of the planet to which the delivery was supposed to be made. Meaning that player now can loot the cargo and make the profit instead.
These two aspects would allow for a lot more action on the servers, and would stop the people from always using the same trading route. That way, it also provides an incentive to explore for better deals!
Now isn't that a marvelous idea or what? I'm sure someone else had it before me (and hopefully someone did it before, or it is doable). :]
-
something like that is going to be developed and i actually have tested a first version of it
so far i have to say that it wont be part of CF1.6 coz there is still much work to do on that project
-
Fabulous work, OP! I'm sure that actual play will far outstrip the descriptions outlined above. My only reservation: do cruisers no longer have railguns, as in the single-player game?
-
i noticed the cruisers and gunboats have lvl 6 and lvl 7 weapons does that mean there will be a whole new range of large ship weapons or is that existiing turrets and guns?
-
Will there be a charwipe? According to the "Freelancer Shell" thread, I believe there will be one.
-
hehe i have some thoughts about new stuff, maybe some of it is possible:
- new lowlevelweapons would be great
- a bubble gun, very long distance but very slow, spreadfire
- a movement disruptor, when hit you cant controll your ship for 1 second (lol or the adv. md , when hit you do the same movements like your enemy :D)
- adv. emp weapons, let the enemy ship be without energy for 3 seconds (maybe kill thrusters too)
- a mine dropper with only 1-5 very large mines, they shouldnt have damage, just block other players. when you run a away you could drop one of them, they guard you a bit
should look like an airbag, small ship drop big balloons- show weapons with great colors (missiles with 16 different smoke types *ggg* )
-
Hello,
ok these are my ideias i dont know if they are possible or not.
Make a weapon like the one that the Phoenix ship on starlancer had... that charging weapon (i have a feeling that this isnt possible on fl lol).
Also a weapon called Tri-Pod Missile Launcher which would fire 3 missiles at once.
Thanks for your attention!
P.S: OP Your ships look great indeed.
-
Wow! (again) Keep up the good work OP, the best freelancer mod looks set to become even better!
-
Erm, I'm sorry but, what good are the Heavy Lifter and Repair Ship going to bring? Plus there is no need to move large things around. And you can't, everything is "stuck" in place...
Also, when I see batts/bots as high as 750... I doubt this is going to work. Because I remember seeing that Trains were able to carry 200 of each, yet I can only buy 100 of each...
-
Another idea
what about a very heavy cannon with 50 ammo for it, with really heavy damage but slower as normal guns? To hit capital ships for example.
A real big fat boomer
-
no cruisers dont have those big guns
the gun class is taken from "my feel" due to the fact that there is no real specification of those big guns (i also could have said "N/A" or "Big Blasta" or "holy shit" or "if you are able to scan me you are in danger now")
coz of FLshell there wont be a charwhipe... its not needed but i cant say for sure if there is a need for a charwhipe if i create new factions (this will have to be tested first)
just to let you know... we already have plans for this case so ppl wont need to start with just 150k againabout the other suggestions... ill read that later when i have a little bit more time
-
Nice job OP
but many of us will be happy with the opening of the closed jump holes/gates, me at first !
-
Me again to OP
I'm busy to put the ship list in Excell like i did for previous ships but i have some questions.
- I read EXOCET and V-Fighter are classified as Medium fighters, is this a new class or what class will they have in CF ?
- Are BOWIN and CHIMERA heavy fighters or VHF ?
- Is there a reason for KUSARI Destroyers and Gunboats to have less turrets than they conterparts in Bretonia and Rheinland ?
- At the moment i have data for 39 ships, how long will this list be in mod 1.6 ?
- I did classified all ships with much cargo as freighter to simplified.
- I also added new classes to the list: gunboat ( Gb), destroyer ( Dest), cruiser ( Crui ) and Repair Ship ( Rep)
-
No, not a chawhipe!!!
all my 2 bil for the cats!!!! -
-
dont stick with the descriptions...
medium = heavy
heavy = very heavy
in fact it doesnt matter coz the border between the classes is not that clearthe request to have a very powerful weapon with slow speed.... well yes there will be such a torpedo
the torp will be very expensive, it wont follow its target and you wont be able to carry many of thoseyou can only use it to take down battleships
dunno how to realize a weapon that "leeches" energy
no bubble gun
yes some new low lvl weapons will be there (coalition weapons)
a charging gun is difficult to realize... not to say "impossible"
tri pod launchers are possible but i dont really want more of those powerful guns that create lag coz of 3 projectiles
the closed jumpholes.... well i already have opened some
the others will stay closed coz due to a calculation i have done (super trade routes would be possible then)well in fact no... there is no real reason for it.... just some diversity and the fact that i dont like to see those big ships in my mod and therefore i dont really care about if they have a good loadout or not
well 39 ships... plus 11 coalition ships (that are pilotable and adjusted)
the charwhipe ... so far i dont know if it will ever happen... but if you will be able to get money pretty fast
-
Speaking as somone who has done some programing, but still can't program his thermostat in his house, you've put in a lot of work here and in Cossfire to date. Quite an accomplishment.