Op,I have some new questions.
When i first played FL i was hooked at that game
in a second because it reminds me to the old ELITE ( on my amstrad !). Later i had the
chance to find StarLancer but i did not enjoy it maybe because of the military structure of
the gameplay ( and the joystick ! )
If i remember your ship was in funtion of your
progression in the military top. The choise was very limited and upgrades or transfer of
weapons where not possible. Right ?
What are you proposing in SL-R ?
- same
ships with some ajustements but with standard weapons and no swapping of weapons ? ( except
missiles ) [ i think i read that in 1 of your post ! )
- we have no choice of the
ship ( nor armement ) we will use, except those forecast by promotion ?
- how about
the ranking, the missions, the rewards, the extra equipement ( if any ) ?
- shall we
be organized in military units, squadrons with leaders etc ... ? and what about
freelancers ( if any ), what will be their role in the conflict ?
- how to gain
controle over a zone if no pvp ?
- what to compensate the presence of ion cannons
on
one side ?
- shall the importance of the missiles not be to great and spoil
the fun of the fights ?
- who will decide about the missions, with who, where and
WHEN ! ?
- what shall be the influence of the AI in SL-R ? ... only for ennemy ships
( npc) , .... for some missions ... for some unexpected events ?
- how are you
planning to equilibrate the number of players on each side if one side has to much
inscriptions ?
- what is for you the minimum of ppl needed to play SL-R at the start
? ... and on daily bases ?
A very concerned Freelancer ! 