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THIS MOD WILL BE MULTIPLAYER ONLY.  WE WILL PROVIDE BASIC SERVER CONTENT TO RUN A LOCAL SERVER FROM YOUR COMPUTER AT HOME.  THIS IS EXTREMELY SIMILAR IN FUNCTION AS OPEN SINGLEPLAYER FREELANCER.  WE HAVE PROVIDED A TUTORIAL TO EXPLAIN TO YOU HOW TO START YOUR SERVER AT HOME COMPUTER AND HOW EASY IT WILL BE TO USE: here  

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8 comments by Sizer on Jul 6th, 2014




As you have noticed in the past weeks, server activity has been on a sharp downward slope. Despite our best attempts at rekindling interest, we have been unable to correct course and we now risk complete desertion. We have therefore concluded that we needed to significantly change our gameplay focus and design in order to better answer the community’s desires.

Those sweeping changes are altering the core of the experience we are providing with Freeworlds, which is why we wanted to first expose them to our community so that we may receive feedback on them. We’re doing this for you guys, in the hope that we get more players and create a more enjoyable experience for everyone.

We hope that our plans make you excited, and look forward to your reactions.Note that we do not have a timeframe for this as of yet. The feedback you guys will provide us will let us gauge interest and viability, and we will then be able to get cracking. We’re not ready to throw the towel just yet, and we hope that you will want to join us in the near future!

UPDATE: We have updated some parts of this plan. You can find this update HERE.

Part I - Refocus

Goals:

  • Players are no longer reliant on other players to enjoy the mod
  • Players are no longer restricted in what they can do or have
  • Players are no longer forced to take orders from other players
  • Players can join up with friends
  • Players have multiple means of achieving the same goal
  • Players are no longer forced to play in a way that is not enjoyable to them

Measures:

  • We no longer have player leaders
  • Players can join any number of factions they wish, without human intervention (aside from Jedi/Sith)
  • Players are immediately full members and have access to the complete ship roster
  • Capital ships are no longer constructed, they are instead requisitioned
    • This process requires players accumulating requisition points on their characters, allowing them to move up to a better ship of their choosing
    • RPs can be accumulated through actions such as gaining influence for your faction, destroying enemy ships, etc.
    • RPs may not be shared or traded
  • Starter ships are removed and replaced with their faction’s corresponding main bomber and fighter
  • New starter loadout with a basic capital ship (corvette) per faction
  • More diverse choice of starting trader loadouts
  • All trader factions are completely independent of the main four factions
  • Upon death, the capital ship is lost, but the RPs are not
    • You’re given a basic ship again
    • You don’t gain back the RPs from your ship
  • Players can form fleets (capitals) or squadrons (fighters), which are essentially clans
    • We provide subforums under each faction and let the clan leader control acceptance, but do not enforce multiclanning or anything
  • Influence works as before, but is undirected; players individually decide what to do and where to go
  • Trading is purely a money-making process
  • Surplus capitals can be bought for a lot of money (destroyer and below)

Part II - Events & Roles

Goals:

  • Player interaction is no longer required to create enjoyable situations
  • Players are no longer disturbed/annoyed by NPCs
  • Players and NPCs participate in the same metagame
  • Players have more things to do

Measures:

  • Creation of an AI director
    • When players engage in specific behaviors, AI director reacts by spawning appropriate response
      • Traders moving around in space without escorts >> spawn escorts
      • Smugglers moving around unimpeded >> spawn police
      • Enemy fighters raiding systems >> spawn defense squadrons
      • Enemy capitals raiding systems >> spawn defense fleets
    • At random points in time, spawn random events and notify players
      • Trading convoy
      • Fighter attack
      • Capital attack
    • Target random military events towards areas with influence instability
    • Players are rewarded with money or RPs for participating
  • Significant reduction of background NPC spawns, both in terms of numbers and in terms of area
  • Implementation of mining
  • Implementation of random discoverable wrecks
  • Implementation of random systems with rewards hidden in them
  • Implementation of bounty hunter system
    • Can both leverage player and NPC hunters, but only target players

Part III - Beyond

  • Crafting system?
  • Player bases?
  • Modular ships?

Feedback is welcome as comments to this post or at THIS thread.


FW:ToW Launcher BETA

 

~Sizer

---

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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FW:ToW Launcher BETA

FW:ToW Launcher BETA

Apr 12, 2014 Full Version 7 comments

Our launcher, which will install Freeworlds: Tides of War

Official Roleplay Guide

Official Roleplay Guide

Sep 20, 2011 Tutorials 19 comments

This document contains the dos and donts of Roleplay on the official Freeworlds: Tides of War server. We encourage all interested players to read this...

Post comment Comments  (1850 - 1860 of 2,099)
n1tr0u5
n1tr0u5 Jul 22 2009, 7:13pm says:

hi just a quick question. can you fly an yt-2400 class frieghter? its aka the outrider from a game called star wars shadows of the empire for N64. ive only seen one other mod with it and its a poor ship in that lol. thanks

+1 vote     reply to comment
FW:ToW_Sushi
FW:ToW_Sushi Jul 23 2009, 1:33am replied:

You mean this ship?

Moddb.com

:) (That's an ingame shot, btw)

+1 vote     reply to comment
n1tr0u5
n1tr0u5 Jul 23 2009, 12:44pm replied:

erm yep lol that looks like it :P.
ill be downloading it now. oh i worked on the bsg exodus mod for the dev team, retextured some ships if you ever need some upscaling of retextures for maybe clans or just in general all i would need would be the dds files. i have a mod on here (now dead) but it still has images showing my work.
thanks
n1tr0u5 aka two_tone
edit: for some reason i cant access your forums or find a download could you post a link?
thanks again

+1 vote     reply to comment
n1tr0u5
n1tr0u5 Jul 23 2009, 12:52pm replied:

hang fire i can now get to the forums lol. nevermind sorry

+1 vote     reply to comment
FW:ToW_Sushi
FW:ToW_Sushi Jul 23 2009, 3:42pm replied:

I don't have the DL link because I have no role in the current FW mod. My role is the development of FW:ToW. So that's what this site is about.

As for your mod experience, we might have some definite use for some of your skills. Check out this link and tell me what you think :)
Freeworlds-tow.net

+1 vote     reply to comment
starewars
starewars Jul 21 2009, 5:02pm says:

for some reason my comment got removed -.-
i went to your website, i even googled it... i cant find the new version. i got 18.44 i think thats it, but on multiplayer the server is version 18.51 i think. where is the version plz tell me!!

+1 vote     reply to comment
FW:ToW_Sushi
FW:ToW_Sushi Jul 21 2009, 6:41pm replied:

The download version will have an auto-updater. So, install the latest version you can find on the forums and you should be set.

If you have any problems, go onto the Help & Troubleshooting forums. This site is for FW:ToW, not the existing version of FWs.

+1 vote     reply to comment
FW:ToW_Sushi
FW:ToW_Sushi Jul 14 2009, 8:30am replied:

It won't be so much based on reputation, but rather credits. Not to mention, on the server, ISDs will be a rare sight for players. The reasoning behind this is that we'd like to make them somewhat canonical in their overall power (gameplay considering). Thus, they need to be used only when there are enough people online to take them down.

+1 vote     reply to comment
ArmageddonEvil
ArmageddonEvil Jul 20 2009, 11:36am replied:

So 100 vs 1 ISD-I? Or more.. lol

+1 vote     reply to comment
FW:ToW_Sushi
FW:ToW_Sushi Jul 20 2009, 4:36pm replied:

Well, if it was fighters/bombers vs an ISD, yes, that's almost the number we'd be looking at. Fortunately, we have a ship that will be a bit of a match for the ISD, the MC90. It still of a lower sub-class, but it still will give the ISD a run for its money. Not to mention, the other classes of capitals that will help take down this behemoth.

+1 vote     reply to comment
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