Posts by SWAT_OP-R8R

    Well that's what I see from the very beginning:

    That is very unlikely what you see from the very beginning.

    What I see on these images is a fully equipped Titan and a char which certainly has net worth that would in theory result in a player lvl of well over 30. Seeing lvl 12 or lvl 19 enemies when your own level already is that high is absolutely nothing unusual.

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    I don't think so. When I enter a room, full of people who don't know me, I am neutral to everyone until I start to interact with them. The challenges come when you need the reputation for good ships, weapons, equipment, etc.

    I absolutely disagree with you about that. Even if you think you are on good terms with everybody in a bar... as soon you launch into space a pirate will try to rob you. That is how stuff does work and that how stuff makes sense. It was this way in the original game and I see absolutely no reason why it should be any different in a mod.


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    Trading is killed to the maximun with the dynamic economy. I like the idea trade routes are not always the same but then a list on where best price for sell and buy is would be good without having to dock to planets who sell these items to check the price. It just takes away so much time and that is another reason why this mod is so much new player unfriendly. If I have 1 hour time to play the game, I don't want to check 30min for good prices and then do 3 trade routes before I have to go offline.

    But.... such a list exists. The game shows you the prices of the goods for all locations you have already visited. It does not look player unfriendly to me when the game by default shows you where to sell the goods for profit. And this dynamic economy even created trade opportunities which would never exist otherwise.


    Accessibility is certainly nice... but it is not everything. It does not serve a game or mod well when everything is easy because then it very soon starts being boring and players will leave. If traiding is always the same stuff day in, day out players get bored very fast, not only by the trading itself but also by other aspects of the game. Why explore when you already know where the best trade route is? Why cooperate with other players with you already all the knowledge about at static environment?

    I have developed this mod over 19 years based on player feedback and observation how players react on features. It will never be possible to satisfy everybody especially when when there are different points of view which result in the different game modes (SP vs MP). The MP point of view always will have priority since CF from day one was a MP community project and for that stuff like a dynamic economy or a dynamic universe was a mandatory feature which the vast majority of players wanted and enjoyed.

    The NPC lvl still is not different unless you are in MP with a pretty high player lvl already since spawns and mission difficulty in MP is based on player level.

    In SP in worst case instead of a light fighter the game might spawn a heavy one.... still with a low level.


    Especially during the story campaign, there is not even the chance for different NPCs or different NPC levels to spawn.

    for clarification:

    there is a shader option which adds a hudshift option which causes the screen to wobble around a bit when moving the mouse cursor. Its more immersive but of course not everybodies type of beer.

    It can be manually disabled on the shader options or a different shader can be used to get rid of it.

    The additional money in MP and SP when creating a new char is more than sufficient to equip a ship with all tools neccessary to survive and kill NPCs early on.

    Important is to actually buy stuff that makes sense... like weapons which have very similar projetile speeds instead of mixing stuff. Different projectile speeds lead to worse aiming... but that already was the case in vanilla FL.


    The money needed between missions is not much actually, especially if you trade a bit or sell escape pods. The mod offers tons of new ways how to play it and how to earn money. It would make sense to use the additional features instead just relying on the stuff you know from vanilla FL.


    The player value drops because ships are not 100% refunded when selling. They lose worth when used. Just like cars in RL.

    This introduces a long term motivation to actually play the game and earn new ships instead of just switching between ships instandly.


    The fact that new ships come with essential components preinstalled always existed this way in FL.


    And of course you do not start neutral with everyone because that is what you are supposed to figure out if that is your desire. It would be absolutely boring gameplay with there are not challenges in the game.

    to sum up


    short answers:


    1) the openSP option can be found under the launcher options

    2) CF belongs to the tougher mods but provides you with everything you need to counter the increased difficulty. Make use of the extra starting money in NY and you should be able to handle the NPCs

    3) Cap ships got a rebalance last year, making them significantly thougher. However, they are not primarily designed to destroy fighters.