This member has provided no bio about themself...
One of our priorities will be to make missions more readily available, so you won't have to hunt down the specific bases that give them out. The AI director should also hopefully help direct you towards areas of interest, such as viable trade routes or interesting combat.
By not visiting the forums, you're missing critical points in how the mod works, such as hyperdrives (which you need to use to get around). We're trying to make it easier for people like you to get to know the mod, but that'll have to go through some reading or a modicum of interaction with the forums, unfortunately.
You can already join multiple factions, but were limited in the ships available to you. We're lifting this limitation. People want to be able to play with their friends, and that might mean across different factions. We want to allow this without gimping the players switching between two factions. This is exactly the same as having two separate characters in two different races or factions in games like WoW or Planetside 2.
You still have a lot of choice, and many consequences, with this. Certain clans won't allow multifactioning, for instance, and you can't expect to gear up two ships in different factions as effectively.
We're removing the STARTER ships, which means the Z-95 Mark I (which is different from the standard issue Z-95!), the old Y-Wing and the broken YT-1300. Those will be replaced by the X-Wing, the normal Y-Wing and a variety of trade vessels. This is a change everyone should appreciate.
Joining no faction at all is still possible, we've never said we're removing civilian affiliations.
While peeking around I discovered that I also got a 1. Misclick, surely?
You wait until the final release is out with the server files. You can also sometimes find test events on the main server where people can get temporary access to certain ships.
You can, but only as a "recruit" character with a significantly limited ship list.
Because we'd rather put our manpower towards ships of the correct era. When you have limited capabilities, you have to choose.
Also, most of the dev team dislikes the prequels :P
No, and it won't, either. DX8 is deprecated.
It's hard to convey tone over comments. I'm going to guess people assumed ill intent, as is extremely frequent on the internet.
The launcher is designed to work with any number of copies of FL so long as you have at least one clean vanilla copy to point it towards. I'd suggest you give it a go first.
Also, no, we don't support offline users right now. You can't play offline anyway, since you need to be on the main server.
We'll only handle support requests from the main forum: Freeworldstidesofwar.com
We want to reduce incorrect bug reports and avoid people having issues and deciding to give up without saying anything. Keeping everyone on the main server is the best way to do this.
No, there'll be a time for joining factions, but that time has yet to come. All will be explained, don't worry.
You can not register, but you'll be limited to "recruit" characters with fewer ship choices (definitely no capitals, some of the higher-end fighters/shuttles might be locked off) and little say in the faction's direction. This is basically playing offline, but with a more dynamic universe.
Conquest and the dynamic universe will NOT be part of the distributed server. This is all part of our integrated server/web system.
While I'm fine with people playing solo, don't be shy to play online either. We're setting up the gameplay such that people such as you are just as well catered to as the 24/7 RP'er or the milsim fanatic. You can just pick a faction and play, no risk, no complication, no need to keep up with events. If you're curious about something, we'll have important news in a separate forum area, easy to get an update on.
Playing online lets you have a better experience than playing offline, if only for things like shifting control and a dynamic economy, but also because you can play as a soldier in the ranks or a small time trader or whatever else you wish and still feel like you're making a difference. Every kill counts, every sale counts.
So all I'm saying is, before immediately turning away from the main server, give it a chance and give us a chance :)
Actually, RAM isn't as much of an issue as you would think. Freelancer is quite amazing at keeping RAM usage low (it was designed for computers with under 1GB of RAM after all). The kicker is that we're using modern APIs with modern compilers which have progressively deprecated XP-specific support. We'd have to recompile and probably redesign some pieces of our client hook (which is what handles *everything* including gameplay modifications, graphics, etc.) to run on XP. For an OS this old, which we cannot test on because nobody has an XP box anymore, it's just not worthwhile.
It's run by MystacX, who's our community manager. It is used by people from the old Freeworlds, but it's not their official server nor is it actually tied to them in any fashion.
It's a bit of a mess right now in terms of organization and since there's nothing to play there's not much of an active community to begin with. I'd expect that to change once we enter beta.
There is however another, more populated TS server which we also occasionally use for development at Freeworlds Gaming.
The server's been shut down for preparations and the TS server is only really used on occasion for development.
If we actually got paid for this (as opposed to doing this in our free time, when we have any), trust me, we'd go faster.
We did say Q1 2014.
I'd just like to explain a thing or two.
This system was designed *specifically* to minimize the amount of work required on our part. We don't have the manpower to model over 50 wrecks, create SUR files for each of them (especially if they're split into multiple pieces, like you guys are asking) and then script their correct destruction.
So no, it's not perfect and yes, it's as good as it's going to get. There'll be tweaking, but the general system is mostly set in stone.
It's better than the whole thing disappearing, and it's about as good as it's gonna get.
Yes, this is part of the (later) plan; ships won't drop much on death, it's the wrecks that can be siphoned out for materials.
Thanks, we really appreciate the support :)
We'd love to be able to do this, but the mod isn't yet in a state where a stress test would be doable. We still have crashes and bugs that need to be addressed before we can actually look at performance. Once they have been squashed, though, a stress test is among our top priorities for the open beta.
And people like you are a large part of what keeps us going.
Only a little longer!
He was already incredible for managing to juggle leading a mod and being a doctor for so long.
Thanks for the negativity. We really appreciate the support.