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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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9 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  (1880 - 1890 of 2,099)
droideka95
droideka95 May 18 2009, 8:31pm says:

How did you manage to get past FLs Polygon limits?

+1 vote     reply to comment
Zero-Bahamut
Zero-Bahamut May 14 2009, 9:22am says:

give it a server for Tides of war? to play it online ?????

+1 vote     reply to comment
FW:ToW_Sushi
FW:ToW_Sushi May 14 2009, 9:26am replied:

I'm not sure what you're asking, exactly. Freeworlds: Tides of War is still in development. As soon as it's completed, it will be on a server for Multi-Player.

+1 vote     reply to comment
Jonlissla
Jonlissla May 14 2009, 2:58am says:

How is the capital ships handled? Is it like flying a normal fighter but just slower? Remember trying out a mod once that added capital ships and it was a pain in the butt to fly one, it was just too slow and the camera angles sucked major a$$.

+1 vote     reply to comment
FW:ToW_Sushi
FW:ToW_Sushi May 14 2009, 9:10am replied:

No, capital ships are a completely different beast all together. I'm not sure if you've ever have tried "Tides of War", but physics will be handled very similarly to that. The ships will "feel" like a HUGE ship. Turning will be very slow, because that's an incredible amount of mass to move. At the moment, at our very prototype stage of Capital Ship development, the biggest ships in the game ISD/MC 90 (Both appoximately 2km in length) will have a 360 degree turning speed of approximately 3-4 minutes. Coupled with the inertia factor, it should simulate capital ship physics well. Smaller capital vessels will, obviously, move a lot quicker.

For an example of the camera we're hoping to use, here's a very early prototype version of it: Youtube.com

+2 votes     reply to comment
Jonlissla
Jonlissla May 15 2009, 12:21am replied:

Thanks for answering.

After looking at that video you linked, is it possible to have turrets firing at targets automaticlly? I don't remember any similar function in the original game.
If there isn't one, won't it be kinda difficult to hit any fighter craft? That Nebulon in the video might not have that much trouble since it was fairly mobile, but I'm thinking of the much bigger ships.

+1 vote     reply to comment
FW:ToW_Sushi
FW:ToW_Sushi May 15 2009, 9:58am replied:

Well, sadly, we cannot make automated turrets. That's probably the only downside to these capital ships. As for fighters and capital ships, we've created many classes of capital ships. Some are anti-fighter, some are a multi-role, some are fighter/bomber carriers (yes we have mobile docking now :)), some are hyper-drive suppressing - Immobilizer Starwars.wikia.com - and some are just for slugging it out with other capital ships. This all depends on the weapon type and role we've assigned to each ship.

+1 vote     reply to comment
Jonlissla
Jonlissla May 15 2009, 12:47pm replied:

Is it possible to have AI fighers docked on your ship, or does it have to be players? Can't imagine it'll be that fun to just sit around, docked in a capital ship waiting for a horde of bombers to show up. :P

+1 vote     reply to comment
FW:ToW_Sushi
FW:ToW_Sushi May 16 2009, 11:35am replied:

You don't have to stay docked with the capital ship. It really will only be useful for traveling through systems in a group.

And we can only get players to dock with player capital ships.

+1 vote     reply to comment
FW:ToW_Sushi
FW:ToW_Sushi May 10 2009, 10:44pm replied:

Sadly, no. We'll be keeping it to English. Sorry.

+1 vote     reply to comment
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