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There are currently 150 users playing Freelancer on 84 servers.
May. 25, 2013

Browsing this Thread:   1 Anonymous Users



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Lancerquest: Requiem
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Thought I'd start spreading the word that I've brought back the Lancerquest server. We're currently running vanilla with server-side mods, including our version of Dynamic Economy, news service(beta), and of course player banking.

A new mod is currently in development (working name Requiem) and a 1st (vanilla friendly) version is currently in the pipe and available for players to test. Most of the alpha is updating graphics and a couple new controls.

A little bit about where I want to go with the mod:

I have some general ideas where I'd like to go with the mod but I really want expansion to be community to drive expansion. To this end as systems are "discovered" some will be unpopulated and players (or clans) can claim them, then design and add bases and npc "clansmen" to defend the system (with an upkeep cost of course). Further down the road I also want to add functions to allow for trade profitability of player owned stations to help offset costs of upkeep or maybe even make you some money lol.

I am also aiming for some decent RP on the server and will always try to help improve it any way possible. I'm also working on some back story to bring players into my version of Sirius smoothly. Especially when things start getting weird lol

P.s. yes I know my sig says Altered States... I'll update that shortly lol

Posted on: 2012/6/13 3:42
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Re: Lancerquest: Requiem
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Hate to bump my own topic but I thought I'd throw this out for fun I made it while working on some concept stuff
http://youtu.be/LNYEQIQ8A6k

Posted on: 2012/6/16 6:18
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Re: Lancerquest: Requiem
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If you expect any interest for you mod, I'd suggest you show off some actual concept art or better even what you did already. What this video shows is that you know how to work with the Windows Movie Maker and where to find any movie files in Freelancer.

To comment positively - while your plans are not entirely original or unique they are good enough and you may expect players to like it. Sure, they wouldn't have a reason to play on your mod rather than on others but even mods unique and good in their uniqueness often enjoy a rather scarce player base, so don't give up.

Posted on: 2012/6/17 8:29
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Re: Lancerquest: Requiem
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Thanks Glisteron, I intend to release something more along the lines of a full trailer in the coming days but I want to wait until we have some decent footage to work with. This was literally just me being stuck for direction so I went a little sideways lol.

On another note I can tell you guys alot of the initial release details for Requiem.

Setting :
Requiem is set 3 years after the end of the Nomad Conflict, peace reigns between the houses but the vortex that swallowed the Nomads has begun to show that it has had some unexpected long term effects, new random wormholes have started appearing through out the Sirius sector. One of the first of these opened a gateway to Coalition held Territory. Despite the fact the Coalition drove the Allliance from Earth and her immediate area 800+ years ago they have never found peace and as such are a force to be reckoned with (or run from).

Features :

Autoupdate: I think we all know what that is
Dynamic Economy: Again something familiar
New Service (beta): text-based system that keeps you updated on major developments throughout the game
Player developed systems: when an unowned system is discovered Clans (or really rich players) can purchase and develop systems (including building their own factions).
AI wingmen: Assuming I can get permission from foxUnit01 (note send him a msg today lol)
Enhanced graphics: Every base, planet, ship and starscape from vanilla will see a retexture to refine the vanilla look.
8 way strafe: courtesy of Adoxa to provide enhanced ship control yet still keep the vanilla feel.
Speed boost:Thrusters and Cruise are getting a small speed bump, cruise will top out at around 360 now.

Concepts in Development

Heavy Freighters:
I have no intention of bringing Capital Ships to players (when was the last time you heard of a military selling an aircraft carrier to Joe Someone no matter how much they liked him). Heavy Freighters will be the next best thing though. Unmodified they can haul alot of freight. Although the modified version doesn't haul much cargo it does have several advantages. First is Fighters will be able to dock with these More armor and firepower at it's disposal as well as being the only ships large enough to have, yet small enough to use FTL Drive (see below for details). One run in with a modified heavy freighter will definitely make a pirate scan his next victim

FTL Drive: the technology is nearly 1000 years old but seldom used due to it's unstable and inefficient nature. Now it's back in use on some modified Heavy Freighters. Even with it's own sealed power systems this system takes nearly 4 hours to recharge after use make it's usefulness limited to the average trader but Clans and some more violent players will find use for rapid transport to (or sometimes more importantly from) a conflict anywhere in the know worlds




Posted on: 2012/6/17 14:02

Edited by Spartan on 2012/6/17 15:11:51
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