Mission neutrality.
Most annoying things about FL you wish you could change?
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Among other things, the 5k limit on how far away you can see other players (or 10k if you´re grouped).
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the lost feeling of really flying.... like in starlancer
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NPCs dying under a pile of OTHER NPCs who ignore their enemies to nuke you out of cruise. Yeah, that can be changed, but not without penalties on other interesting behavior.
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1>multi-targeted missles....mmmm 2>easyer way to change the interface EDIT: 3> different way of doing sur´s Edited by - NightHound on 5/27/2005 10:56:28 PM
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The publisher. <img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle>
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The game not being joystick/throttle lever capable.... such a pity. Nemo me impune lacessit.
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1. hardcoded level-based mission triggering 2. inability to define "... SPACE" for each system individually 3. sur-, ale- and anm-files not being moddable right now
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Max of only 5 characters 10 would be better I never tell the truth but that was a lie ACCUSHOT got it correct Edited by - Dazzla99 on 8/5/2005 1:40:42 PM
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I´d have to say the commodity market. All it would really take is a script that changes the goods basic value in goods.ini randomly over a period of time. You could even have several goods files, one for each house, one for borderworld and one for edgeworld and apply the script to each differently. That would make the game far more complete in my opinion, than going to the same base and buying the same commodity thats always the same price..
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Only a few for me: 1) scanner range of only 5k (10k when teamed up) 2) giving a player /u ability ("admin" inside the players character directory) needs server restart 3) disallowing new accounts to be created on a server needs restart of the server
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REasons. Microsoft sucks at making games and made FL suck even more by pushing it to be done faster. BURN MICROSOFT. "Can see lawers coming to his house." To the batcave people.
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Jumpgates, why can u use them when ur red with them? Should be if ur red, then ur barred from using them, would force players to find appropiate jumpholes
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Just though of another one. Is it possible to add a new behavior? In the base side file there is the "behavior - shipdealer" thing. Would it be possible to add extra ship rooms to bases or take away the only 3 ship resriction?
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By editing the thn-script of the room, you are able to create an additional place for a ship to stand. In theory, you might be able to have four ships and more in one room, as long as they are defined in the script. Has anybody tested this?
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Manhattan_Guy / MACE Using a new THN and making a second room has been tried but no it does not work like you are suggesting Manhattan_Guy. When a new THN is used, yes a second room can be made and it can even be made to have a different look since it i
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What I was refering to was the second part of MACE´s question. By editing the script used by the ship dealer already existing and adding another place for a ship to be sold, it might be possible to have more than three ships in ONE ship dealer room. BTW: Alcander, do you know anything about how the systems are defined as part of a certain colony (e.g. NEW YORK SYSTEM, *LIBERTY SPACE*)? Maybe even how to add new systems to new colonies and rearrange the old systems into other colonies? Edited by - Manhattan_Guy on 8/7/2005 6:19:09 AM
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@Above: Tides of War fixed this. Just make(for planets, anyways) multiple docking rings, leading to different cities, with completely different sets of rooms:bar, shipdealer, equip/goods room. TO FIX: 1) Complete the game the way it was supposed
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Manhattan_Guy No, I´m afraid this won´t work. The game is hard-coded to use only 3 ship location pads. I´ve played with getting more than 3 ships to simply display in the list - so the 3 ships on the pads are buyable but so are other additional ones bey