Freelancer Black Dawn has come a long way since we first started, we've evolved and changed, from a small rather amateur modification team to a semi-professional group with our works. We have put a lot of hard work into the modification, and are hoping before long that we have an internal mod to play around with and test for balance. The huge systems, massive star ships and stunning visuals are still in the game, and have gotten a lot better since we first started doing them. The Halo array will be included in the mod, with the mod progressing quickly and smoothly we expect a public release with in two months, but nothing is being promised. But keep tuned! As a side note, to play on the server you have to register with an account as either UNSC or with the Holy Covenant.

Report RSS Build 40.1.2 Concepts

Well this is the 40.1.2 concepts bit we are looking for.

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uild 40.1.2 is going to be our next version, and should hopefully
include everything we will need for the REAL GvG event that will be
coming!  *thumbs-up*

SO!  I've devised a checklist of things I
want to have happen!  First off, I'll be telling you about the RTS idea
of how we could potentially run all of Black Dawn.

1.0- FREELANCER: BLACK DAWN GREEN VS GOLD FIRST GAMEPLAY BUILD
   1.1- RESOURCES- In every Freelancer game, the biggest issue that
every player comes up against is ways to make money.  And in Green vs.
Gold (And Black Dawn in general), we have to find ways to fund an
entire FACTION.  To do this, we will make 3 commodities (Titanium-A or
something), and make them able to be found in dense asteroid fields.

Miner
ships (such as a Parabola) will have to travel into these fields and
destroy asteroids with a small mining laser (that does very little
damage to anything else, but will destroy the roids) and harvest the
materials as they come.  Then, they travel back to the Homebase, and
dump them off for cash.  This cash can then be given to those who
require them for ships, weapons, or ammunition, or given directly to an
Admin for purchasing of a new station. (explained later)

The
three types will be in three separate systems.  The cheapest and most
readily available will be located directly in the home systems of each
team.  There will probably be two or three resource "clouds" or
"fields."  The "Normal" type, which are more profitable than the
previous type, will be located in two other systems, and probably have
two fields.  The "Super" type, which is the most profitable, will be
located in a single system, easily reached by BOTH sides, and will have
one field, making it extremely dangerous to harvest, but well worth it
when you get back.

Money can also be gained by trading materials
from a forward Resource Base (explained later) to the Homebase, though
not nearly as quickly, since your profits are only one way.

   
 1.2- STATIONS- Using the awesomeness that is patches, we will allow
both sides of the team to purchase new stations.  They're'll be a few
stations available to both sides, each with their own purposes.

The
first is the HOME BASE.  This is, by far, the most important base of
all.  This will be where your first resources will be dumped, where
your first fighters and resource-gatherers will be purchased, and this
is what your opponent is trying to blow up.  If you lose your Home
base, you lose the game.  Period.  These stations will be destructable
during TEs.

The second type of base is a RESOURCE STATION. 
These forward stations are used as a sort of Mini-Home Base.  These
will be deployed in a brand-new system to speed up cash flow by having
some place to dump your new resources (otherwise, you have to navigate
Slipspace all over again to get back to Homebase, and that can be
dangerous).  It will also be used as a forward launch platform.  If you
have a Resource Station in a system, you will have friendly NPCs
wandering about the resource fields to help keep you safe.  If your
OPPONENT has a Resource Station in a system, then there will be enemy
NPCs in the fields, aiming to kill you!  If you both do, then there's
NPCs from both sides, duking it out most of the time.  These stations
will be destructable during TEs.

The third type is a SHIPYARD. 
These are important, because with the successful completion of a
Shipyard, you are granted access to larger ships instead of just single
ships.  These will usually be in the same home system, but they can
also be deployed in forward systems for rapid ship deployment.  To
grant access to the even bigger vessels, you will need to build
SHIPYARD EXPANSIONS, which will simply float outside the Shipyard. 
Both of these stations will be destructable during TEs.

The
fourth are DEFENSE PLATFORMS, and are probably second in importance
only to your Home Base.  These platforms can be deployed wherever they
are needed, and come in three types:  Type-A (With MLA's and Light
Archers), Type-B (MLAs and Heavy Archers), Type-C (MAC and Heavy
Archers), and SMAC Stations (SMAC with few MLAs).  Type-As are very
anti-fighter, Type-Bs somewhat anti-fighter and anti-cap, Type-Cs
SOLELY Anti-cap, and SMACs are Extremely long ranged Anti-cap ships
with a bit of point defense.  These will be destructable at ALL TIMES.

Stations
will be purchased from Administrators, first asked for by the Faction
Lead, then paid for in person (To a Hopeful), then built on the next
patch day (every couple or three days or so).  If a station is
destroyed during a TE, it is removed from the game and will have to be
repurchased.

     1.3- SHIPS- We want to get every ship we
possibly can.  SPAs are a good idea, with maybe the ability to build
new stations to increase your SPA (similar to "food" in Warcraft). 
They will also have to meet certain criteria before players can even
purchase those vessels, as in before they're even seen at their
stations.  Then they'll have to pay for the hull and internal
components.  So building much larger ships is going to become
expensive, and a lot more worth it.

     1.4- WEAPONS- The only
weapons I can think that we need past what we already have are Archer
variants (Light will do less damage, but be faster to track single
ships, while Heavy will punch harder, but move and turn slower, for
anti-capship engagements), and a possible Cruise Disrupter (EMP missile
or something).

     1.5- SYSTEMS- We need to have a total of 9. 
The Starting location, the Admin location, 2 Home base systems, 3
Neutral systems (2 with the "Normal" resources, and 1 with "Super"
resources), and 2 Slipspaces (We might be able to consolidate that to
ONE slipspace for the purpose of this GvG).  Each one will feature an
exit to Slipspace, and resources.  Past that, they'll be barren until
players build stations there.

     1.6- FACTIONS-  Still Green vs. Gold, but we might need to find new faction leads.  MAYBE.

   1.7- RESEARCH- Still something I'm toying with, but for this GvG, we
will not feature the ability to research new technology.

So
there we have it; that's what I want to be able to do for GvG.  We'll
focus entirely on UNSC, so we can test our Combat Engine, class
Balance, and Gameplay Design.  Hopefully, the GvG afterwards will have
Covenant technology, as well.

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