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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  (1920 - 1930 of 2,099)
Masterfury
Masterfury Apr 2 2009, 5:57pm says:

Love the new effects, textures and EVERYTHING really... Ill definitely come back to Freeworlds as soon as things are looking (even more) up! Im wondering if youre going to make faction npc's attack rival faction players if theire inside the "wrong" zones. Anyways, really glad youre still in business Sushi :D

+1 vote     reply to comment
FW:ToW_Sushi
FW:ToW_Sushi Apr 2 2009, 6:01pm replied:

Glad to hear it :D

+1 vote     reply to comment
andrenilsen
andrenilsen Mar 29 2009, 10:01am says:

This looks just stunning! Is a alpha / beta coming soon?

+1 vote     reply to comment
FW:ToW_Sushi
FW:ToW_Sushi Mar 29 2009, 9:02pm replied:

Public beta, we're hoping, by September. We'll see.

+1 vote     reply to comment
jimmyf1
jimmyf1 Mar 25 2009, 11:50am says:

this looks great:)

will the arc 170 and the venator be in the game

great job guys keep it up :)

+1 vote     reply to comment
FW:ToW_Sushi
FW:ToW_Sushi Mar 26 2009, 12:29am replied:

Sadly, it doesn't fit in our timeline and we will not have those ships. However, Tides of War: Clone Wars, an affiliate of FW:ToW, will. I recommend you checking out their site here: Clonewars.swtow.com

+1 vote     reply to comment
astone414
astone414 Mar 19 2009, 7:44pm says:

I have been having problems with my new computer (with Windows Vista) and the Freelancer Mods. Specifically the computer will not allow me to extract the .dll files. Does anyone have any ideas on how to fix this (besides a different version of the mod manager and a fresh install of the game)?

+1 vote     reply to comment
FW:ToW_Sushi
FW:ToW_Sushi Mar 23 2009, 4:38pm replied:

Well, depends on what mods you are using, mate. If you're having difficulty with a flmod, I recommend changing the extension of the mod from *freelancer mod name*.zip.flmod to *freelancer mod name*.zip . After that, unzip it to c:\program files\freelancer mod manager\mods. It should hopefully come up in FLMM after that.

+1 vote     reply to comment
HammerFalls
HammerFalls Mar 18 2009, 4:25pm says:

Man I can not wait for this to come out! this is so going to rock!

+1 vote     reply to comment
FW:ToW_Sushi
FW:ToW_Sushi Mar 23 2009, 4:36pm replied:

Thanks for the compliment! We'll do our best to make it amazing.

+1 vote     reply to comment
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