Freeworlds: Tides of War is a fan built Star Wars total conversion mod for Digital Anvil's Freelancer game that was released several years ago. When fans began to make mods for Freelancer, one of the many things people were keen on seeing was a Freelancer mod based on the Star Wars universe developed by George Lucas. Freeworlds and Tides of War were the answer to this outcry. The development team of both mods have now joined forces to create an epic new Star Wars TC, Freeworlds: Tides of War.
This is a summary of the features of gameplay you'll will expect to see on the Freeworlds: Tides of War official server.
Posted by FW:ToW_Sushi on May 14th, 2011
Hello, I am Respen, the developer leader for gameplay development. I typically start discussions, and prod along topics regarding how the mod will work and be played. Sometimes I spew out ideas for these topics, other times I just flow along with the discussion. Then there are the summaries...
I guess that is what I have been doing most of late, trying to keep us organized. I collect all the various, sometimes spread out, discussion and decisions into large summaries neatly laying out what exactly we have agreed to do, and what we have left to do. While doing this, and reading some of the comments regarding how we were thinking of doing things, I thought that you (the players) would appreciate a bit more information on our plans for the mod and our server (and we would appreciate your feedback).
So, without further ado, I give you a generalized outline of the majority of our planned gameplay systems. I am withholding most of the specific details of these systems, largely because we are still discussing many of them.
We, as a team, have decided that we want as few written server rules as possible. To accomplish this, we have needed to think of ways to incorporate what rules we can into the game engine and server structure. Our goal: to have everything you can do in the game be within the rules.
The overall leader for one of the "set" factions is a NPC character controlled by Admins/RP Moderators/Devs. This leader will only be used sparingly and when necessary to keep the faction in line with its RP. The NPC leaders will also be used for special events and to move the server's story along.
Players will still command the individual sections of a faction like its military, trading, etc. Players within a faction will be able to set up their own command group members, who will be below the rank of the NPC leader(s), but high enough to perform the day-to-day running of the faction. A faction's command group can create/disband sub-goups within the faction. They can also set whether these groups are open for any player to join, or are closed and invite only.
Inter-faction relations (hostilities, neutrality, allies, etc) are set by the Admins/RP Mods/Devs, but can be changed by players through appropriate RP.
Civilian factions do not have direct oversight, and are largely allowed to run free (within the rules, of course).
Multi-factioning is allowed, but in a limited fashion. Players are allowed to have characters of two types chosen from the provided list.
Force User factions (Jedi and Sith, at start) have a bit stricter structure. Their rank systems will be established by us, but some freedom will be given to the players to customize these factions. We view these factions as being the leaders of RP for the server much like they have been on past Freeworlds servers, but we will be a bit stricter with them so that they stay the leaders of RP for the server.
Factions will be able to conquer systems/bases using an influence system, as well as generate many other effects in the game. There will be several types of influence that each work differently: military, trade, criminal, and Force user.
Military influence is what is used to conquer systems and bases. Faction members gain this influence for their faction in many ways, most of which involve combat with enemy factions. Simple online presence within systems will have an effect as well as killing your enemies.
Trade influence is gained by trading with bases. This might increase the economic output of the bases that have this influence on them in addition to earning the factions with this influence a small portion of the base's production.
Criminal influence will be used for covert and subversive effects on bases. It could earn the faction with influence certain privileges at the base the faction would not normally have, as well as cut into the other factions' economies at the base in question.
Force user influence is very different than the above influence types. Force user factions' empasis is on Story Arcs for their goals. Their influence is actually a currency to be used for actions to further their Story Arc goals. They gain more influence for successfully completing some goals as well as from some structures (at the moment, these are roleplayed as being on the base, but they are not actually in-game) that can be constructed on bases. Only Force user factions will be able to obtain this type of influence.
Any faction can perform any of the actions that result in gaining any type of influence, with the exception of Force user influence. Thus, each faction will likely have multiple types of influence, sometimes on the same base!
The buying of large quantities of a commodity from a base will raise the value of that commodity at that base for a time, while the selling of large quantities of a commodity at a base will lower the value of that commodity at that base for a time. (value = buy and sell price, due to the way the FL engine works)
Player buys and more importantly, player sells, of commodities will be recorded by the system. This will be used for stockpiles, to affect influence, etc.
Players can dock with capships, using them as mobile bases of operations in addition to their combat abilities, which are lower than that of other equally-sized capships for balance purposes.
All factions pay maintenance per cycle (currently weekly) on large ships that their members fly. These "large ships" are the bigger trade ships and capships, small craft are free for all. The bigger the ship, the larger the cost to the faction. Also, the more maintenance-required ships a faction uses, the higher their maintenance will be. Both relationships are governed by exponential functions.
So, the Empire trying to field twenty active Imperial Star Destroyers will be nigh impossible, unless the Empire has the playerbase and income to support such a thing.
You buy an "escape pod" item and carry it in your ship. Upon death you have the option to respawn at the base you last docked at, and the item is removed from your ship/inventory. If you don't have an "escape pod" in your ship/inventory, then you are forced to respawn at your faction's home base. This allows you (the players) to choose your own death penalty: time (home base respawn) or money (escape pods).
The "escape pod" will be a commodity sold on all bases and linked to the dynamic economy. Each class of ship (of which there are roughly 50) will have its own number of escape pods required to enable the last-docked base respawn. The larger ships will require more escape pods, but capships are different.
Capships have their own, unique death penalty: total ship loss. That is right, when a capship dies it is totally lost and a new one will have to be built. Capships will drop some of the materials needed for their construction upon death.
All ships will drop a number of "Occupied [faction] Escape Pod". The larger the ship, and the more crew it would have, the more pods it will drop. Other players can then tractor these pods in and sell them on bases. The faction of the occupied pod will likely greatly appreciate you returning their pilots, but the faction's enemies might also want them...
As a last note, keep in mind that many of these features (faction structure, maintenance, taxes, etc.) are specific to our official server. When the mod is released, other servers can be made.