Freeworlds: Tides of War is a fan built Star Wars total conversion mod for Digital Anvil's Freelancer game that was released several years ago. When fans began to make mods for Freelancer, one of the many things people were keen on seeing was a Freelancer mod based on the Star Wars universe developed by George Lucas. Freeworlds and Tides of War were the answer to this outcry. The development team of both mods have now joined forces to create an epic new Star Wars TC, Freeworlds: Tides of War.

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Some Q&A (Games : Freelancer : Mods : Freeworlds: Tides of War : Forum : Comments : Some Q&A) Locked
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Aug 7 2011 Anchor

So first off, let me join the club in saying how amazing this mod is looking and how much I am anticipating its release. Been following you guys for a while and was wondering if I could ask a few questions and throw out a couple of points and see what you guys have to say.

The Immobilizer 418 Cruiser I noticed you have in an interdictor role. Are you planning on allowing this ship to function as it is meant to? Will it have the special rules/abilities of an interdictor? Or will it just be an awesome looking capital ship? I understand that you guys are pretty adamant about the ship list (which is amazing to say the least), however, I would like to plant the seed for the future of Naboo ships. The Star Skiff is always a welcome addition along with the J-type... mmm. Ok, moving on, I love the death penalties that yall have in place, they seem appropriate and well balanced. My question here is about the total ship loss for capital ships. Again, the concept makes sense and seems like it will flow well, however, does this mean that if I were to be flying a non-"total loss" ship that I would not have to replace it? So when I am "rebirthed" I will still have my X-wing? Or is the concept of having to replace the ship through the materials and invested time the difference?

It was mentioned that the server will only be able to support 100 people. Is there any chance of increasing that number or having multiple dedicated servers? I believe just the people following this now can throw that number out the window.How do you plan to address that? Alright, time for more flowery compliments, the factions that are in place seem very well organized and I am excited to see how they interact with the functionalities and responsibilities you guys are giving the players. The influence system that was explained sounds awesome, an amazingly original concept that I would love to see grow and spread to other games. However, my question here is with so many different factions how do you plan on balancing them? What's to stop 90 people from joining the GE and 10 to join NR? (this one I don't think will be too much of a problem but a potential issue with a limited number of people on the server)

And, for the last time, you guys are great and I am super excited about this mod. All the features seam well ironed out and balanced and I am excited to play such an original take on a great game. My last question for you is with such a heavy emphasis on Role-Play, do you have another medium for players to interact with other than in-game? Forums, boards, IRC, etc.

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