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Blog RSS Feed Report abuse Latest News: Friday news update #3

1 comment by Mystacx on Aug 29th, 2014


Another Friday which means: more news about the mod. However, the sitrep-topic we use to keep each other updated on what we've done has been very quiet this week, so I'm doing this one a little different from normal. Additionally there will, more than likely, be a patch this weekend. Tf not it'll come soon after. Much will be changed with this first patch around the new meta-game pivot.

Sizer:

  • Removed ship-tiering from the game. No more connecting your characters through the GameCP! As soon as you create a character, you have access to that faction's complete shiplist now, if you have the money.
  • The X-Wing and the TIE-Interceptor have both undergone their first balance overhaul. The X-Wing has high Alpha and good pitch and is a little tougher. The Interceptor has higher average DPS and ROF, faster speed, better yaw and pitch, better roll, and slightly more fragile.
  • Added a jump bouy to the old capital ship system, so you can now buy capital ships. No more hoarding materials, all you need is credits. Please be aware that these prices have not been balanced fully.
  • Initial rebalance of the MC90/ISD. Not finished yet but will now at least be a fair fight.

Friendlyfire:

  • More hyperspace tweaks
  • SECRETS ;)
  • HUD element upgrades; detailed overlays on spawned gates showing time to stable/de-spawn and instability %, target tracking overlay, missile lock overlay, cruise delay info, hyperdrive cooldown info, hyperspace distance from tunnel edge, etc.
  • Eliminated any and all drifting at any speeds! WW2-style combat!
  • With Sizer: Thrusters may now only be fired if at 95% or more. Thrusters are rebalanced into burst fire boosters.
  • Shields are now dropped if the player logs in while in space. Docking/undocking will regenerate the shields. Log off docked to avoid this!
  • Completely overrode FLServer behaviour for sending updates to the client about missiles. Missiles should move much more smoothly and should look like they connect with their target more reliably.
  • Tradelanes are no longer dockable; instead, they indicate areas into which plotting a jump is free (no impact on cooldown, almost instantaneous stability). Attempting to dock with a tradelane will automatically plot a jump to the connected tradelane instead.
  • As a result of this, interdictors affect pre-calculated hyperlanes as well.

Stay tuned on the forums for the complete changelog when we drop the patch. We hope to see you in game this week!

Have a good weekend.

---

If you like what you see, and have been playing, please don't forget to tell your friends, your communities you frequent and social sites like REDDIT/Twitter about this mod. Player word of mouth goes a long way and we'd appreciate any of the support we can get for this mod of ours! Thanks everyone!

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Post comment Comments  (1810 - 1820 of 2,112)
skullshaper
skullshaper Aug 13 2009, 10:13pm says:

so how are the ship archetypes going to scale? will it be as soon as you have a star destroyer you can prounounce yourself as king of the world and start killing everyone? or will bombers be able to take them out? and is there going to be a death penalty?

+1 vote     reply to comment
FW:ToW_Sushi Creator
FW:ToW_Sushi Aug 14 2009, 9:23am replied:

All small craft (fightters to light shuttles) are to 1:1 canon scale. All transports - frieghters are 1.5:1 canon scale. All corvettes - battleships (isd) are 2:1 scale. The reason why we scaled it in such a way is to really add a immerse and "Wow" type of appeal to the game. Also because FL has a nasty habit of changing a players perspective on scale.

As for the ISD, that will be a heavily restricted ship in MP since we will try to make it as "real to canon" as possible. Meaning a band of 4 b-wings really won't have a chance of taking the ship out. That being said, in conjunction of many other classes of ships (partol and all the different capital classes) you would. And the B-Wing would be able to take out the ISD sensitive equipment.

As for a death penalty, it's currently being looked into.

+1 vote   reply to comment
yun_yuuzhan
yun_yuuzhan Aug 12 2009, 2:59pm says:

I don't mean to whine, but is there anywhere to find a guide/walkthrough for the old mod, as in open SP, I keep getting pwened in LV2 missions, and can't find any LV1 missions.

+1 vote     reply to comment
FW:ToW_Sushi Creator
FW:ToW_Sushi Aug 12 2009, 7:06pm replied:

Please go over to the Freeworlds forums for assistance. I don't have any role in the current FWs incarnation.

www.freeworlds-tow.net/

+1 vote   reply to comment
yun_yuuzhan
yun_yuuzhan Aug 12 2009, 8:51pm replied:

K, thank you much!

+1 vote     reply to comment
johnny21
johnny21 Aug 11 2009, 5:31pm says:

will there be a single player mode?

+1 vote     reply to comment
FW:ToW_Sushi Creator
FW:ToW_Sushi Aug 11 2009, 8:36pm replied:

At the present time, it's not planned.

+1 vote   reply to comment
johnny21
johnny21 Aug 12 2009, 1:40am replied:

i think that if you did made a single player mode, the mod would be even more popular

+1 vote     reply to comment
FW:ToW_Sushi Creator
FW:ToW_Sushi Aug 12 2009, 4:44am replied:

Yes, I do realize that. The problem is you lose all of FL Hook functionality that we're hoping to put into the game - dynamic economy, player dockable capitals, system hyperspace, etc.

+1 vote   reply to comment
yun_yuuzhan
yun_yuuzhan Aug 12 2009, 12:26pm replied:

when you say no sp, do you mean no story mode, or no open FP either?

+1 vote     reply to comment
PcPEdelweiss
PcPEdelweiss Aug 12 2009, 5:58am replied:

it would be great :) i don't find lots of players on the multi

+1 vote     reply to comment
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