Posts by Traen

    I've thought about your replies when it comes to nanobot usage. I get the concept and i do appreciate the difficulty slider that will be coming out soon.... I have no desire to argue with the creator of this mod and i think the bot usage might seem more fair to me if it scaled naturally as the game progressed. For instance enemies in starting noob zones are provided with far fewer bot usages (ie 1) than currently are available. As the storyline progresses or perhaps based off of the level of the pilot NPCs are provided with a higher rate of bot usage. That way older players still get to have that impossible difficulty they crave while new players are eased into the idea that nanobots are a real threat now. It allows noobs to progress through the game at a more normal pace and still makes some of the original ships and weapon loadouts more viable. Then they can transition into the crossfire 2.0 content with the understanding that its gonna be harder from there forward. Because currently the first thing i do when starting up crossfire is raise a lil over 1mil creds and rush straight to the jump gate in manhattan that leads to CF1.9 systems buy a ship there and load it out with the best guns i can. This has the unfortunate side effect of making it so i have no desire to purchase any vanilla ships because they are greatly inferior to the one i can buy at nearly the start of the game. It kinda reduces the sense of progression which is a huge part of what i love about the original game. All of this might be obsolete when crossfire 2.0 comes out, and i have no earthly idea of knowing if it is possible from a technical perspective but it is some food for thought.

    Trinity you say its being tested..... Yessssssssssssssssssssssssssssss. On the topic of Kickstarter type games. Sometimes they are great and sometimes they fail they always float or sink on the ego of the one who creates them. Is Chris Roberts so overinflated he might pop? Maybe, but then again he might just fly, only time will tell.

    I'm not here to add to a flame ware but i do agree the insurance idea seems like a pay to win mechanic. From what i have seen is that many of the ships in star citizen will have multiple crew slots so if you do lose your ship you will be able to sign on as part of another player's crew and complete missions with them in that fashion. Larger ships also have the ability to dock smaller ships within them kinda like carriers from starcraft and obsensibly a crew member can man one of the smaller ships to form a wing and defend larger cap ships from bombers. Or crew members might man a turret on-board granting a bonus in more hectic dog fighting situations. It might be these features that would otherwise go relatively unused if each player had a discrete ship that is driving the desire for insurance from a designer's perspective.

    Where did you guys see this? All i've seen from inspecting the site is that backers with more expensive packages gain the ability to test out the bigger ships in a DM arena type mode during alpha, and that all ships will be playable by everyone when the game releases. When the game releases only skins and color schemes will be available as microtrans. Then again it will prolly be 4-6 years before that happens. I haven't seen anything about paying real money to repair or having to drop money over and over again for a wrecked ship. It would be great to see some progress and maybe its a bad approach to not allow sufficient testing of all the ships by hiding them behind pay-walls but how bad can Chris Roberts really be? I mean he practically designed Freelancer and he seems to be anything but disingenuous. All i can say is that i hope he doesn't pull a Molyneux cuz Godus is bullshit!
    Slightly off topic- No game has ever done a space opera storyline better than Escape Velocity Nova I'm still waiting to see ambrosia make a real sequel. If you haven't seen it it is the true pre-cursor to these types of games and goddamn it I would throw stacks if a new one got kick-started by the original developer.

    Hey all I'm new to the community and so looking forward to the 2.0 release. Having the desire to play a game in this genre for a long time has brought me to here and damn can i say I'm impressed. Good to see the game has such an active modding community because at this point and time there isnt anything even close.... Except maybe the good old escape velocity series. Looking forward to seeing ya all in game. Kudos to OP!

    Hello, OP First i want to congratulate you on the work that has been done on this mod. It is simply one of the most amazing overhauls i have ever seen to a game performed by a modder period. I am a relative newcomer to crossfire but I have already seen multiple way in which you have clearly improved the game. Kudos!


    I have one small suggestion for the singleplayer experience.


    Reduce to one time use or remove the ability for nanobot usage on NPCs. Or alternatively allow for the option to be removed via the upcoming difficulty slider for 2.0. I know you have seen this before, and to your merit have explained your reasoning behind it but there is just something inherently unsatisfying about nearly killing an opponent and then having them regain all their health right before they perish over and over again. I have come up against lane hackers who healed a total of 5 times before being destroyed


    From a design standpoint it makes little sense. It completely removes the ability to use weapons that do consistant damage and heavily favors weapons that do higher burst damage removing a key balancing factor for the game. I have skimmed quite a few of the different boards on this forumn and it has been an overwhelming problem for new players trying to adjust to the new difficulty curve. 5 players simply gave up on the mod all together because of this one issue. Another asked if he could mod it himself and was annihilated by legal threats. He won't be coming back. The fact that it is driving people away who are trying your mod for the first time proves that it is obviously not the right approach. After the years you have dedicated to the mod I'm sure there must be some part of you that wants others to try out what you have accomplished. So why create and try to defend a dynamic that immediately makes people un-install?


    I have read the guides which have been suggested to others arguing for the same thing. While they do make steps to attempt to reduce the problem mainly by suggesting that you buy a ship which unbalances the vanilla portion of the experience they do not focus on the key factor that causes this calamity. The new AI is terrific, the ships are cool, trading in prisoners awesome, but i fear that if this goes unchanged i too will be another player who really wanted to experience everything this mod has to offer but was driven away by one infuriating aspect. I've seen the comments that suggest some people like the difficulty right where its at and like i said the flight AI is awesome and makes fights more dynamic. But this instant reset on health doesnt feel like it makes the game more difficult in a good way it just feels cheap. In any situation where a player is flying solo a group of 6-5 fighters will have at least 24x as many hitpoints as the player with the advantage of having 5 extra sets of guns focused on them. It gets to the point where all one can do is frantically mash f and g until they die.


    Respectfully pondering the 2.0 release Traen