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Post news Report RSS Suggestions for Crossfire 2.0

These suggesions are specifically for the SWAT team who're now developing Crossfire 2.0 for Freelancer. Such suggestions are based on personal research into Crossfire and other mods. The suggestions may also be applied to other mods due to the similarity between Crossfire and them.If not,these suggesions could lead to a wrong direction which may develop into diseasters for a Freelancer mod.

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In fact,I have something more to discuss. Hope that doesn't bother you.


1.The step of difficulty.

I had some try on discovery and found their solution is to have simple low rank missions and ridiculous(I mean hard and crazy,think that's what you want) high rank missions with gunboats and cruisers(the cruisers are not recommanded as they're just some stationary weapon platform,and the
gunboats are awsome in missions as they're powerful enough to kill you and small enough to be in asteriod fields) And their capitalships are deadly armed and heavy armored,which is usually rank 21 or 22. The mission reward is from 1,000,000 to 2,000,000.


My suggestion is:
Mission level up to 100(not 43,if possilbe),that means you will have a more accurate and diverse difficulty step. Along with that,you need to have NPC rank up to,may be 35 if possible.And I think gunboats mission is quite a considerable idea as it gives us challenges.The missions now in CF is quite easy due to powerful equips of player fighters.And,maybe I'm the only one who isn't able to get mission in Coalition and Kavash regions.Though they're powerful enemies,but no missions against them.

It's awkward that you realy have a hard time when you just begin in New York and it becomes easier once you've sold some pods and get a cheap black eagle and CID EMP guns. So what the beginners are complain about isn't that CF is too hard but the beginning is too hard.And what I am worried about is the later period mission is just some front cover as I usually block a jump hole with Iteron and get over 20millions from pirate pods. So I just forget about the missions.

The missions need to be diversed carefully so that whatever rank the players are ,they can have good mission experience.We also need some super missions (maybe over 10million reward and hard enough for over 5 or more high rank players,that just an assumption,what really comes depends on the balance). If possilbe,we may have some escort missons and other kinds.

2.The pods-game spoilers.

Now they're too valuable,which makes us all after pods,but not missions,mining or trading,and only the pods are quite valuable,with no other similar lootable loadout. On the other hand,you can now only sell pods to houses. I doubt the number of traders still there despite using a freighter for collecting pods.

In short,it makes you only do selling them for ranking up,sell them only but no other goods and sell them only to the 5 houses. Isn't that some kind of fate? That's realy some RP spoiler which makes all the players one role-pods hunter hired by houses. So we need muti-sources of imcome.

3. The middle periods

As I've suggested you giving up pods,which makes the players jump from beginners to trillionares,the middle periods between the beginning and the later period should now occur.Then what should the players do for fun during that players as they can't stay killing Li Rogues more or just go after the Dam'Kavash. So the fun of this period should be carefully designed. I don't have a direct answer but I've implied some way out in the other passeges (7.FLhook functions and 1.Difficulty steps. Team missions with good rewards give you corpration. Team combats and contracts provide you another way of development)

4.Global establishments of CF servers

The first problem is the before-launch updating download. Is that 'every time downloading' due to the dynamic economy? I think it doesn't have to be so often which makes no chance of more CF servers and you just need to update it one time a few weeks just like Discovery does. The dynamic economy doesn't have to change so often. That's not the simulation of Global Financial Crisis right?

The second problem,which I think's the most important one,is'why don't you let others establish more CF servers?' In fact, your mod has a high speak amoung players but no local servers for who's not in your local area to play. For example, I've got a PING over 500. Realy hope you could have more custom servers instead of a single official server. We're already a small community and we don't hope it to grow smaller.

5.The capitalships

I know if I say their armor is too thin you'll answer me 'that's due to the balance'. Then what balance it is now. The fighters are just wiping out fleets with their guns even not some bombers or nuclear armed vessels. So what I see is that you're keeping some balance in favour of fighter pilots but not the entire game. I understand that most FL players are crazy about fighters and fighter combats are brilliant. But fleet-combats could also be brilliant if you have a diversity of ship classes and weapon classes which I talked about eailier. Freelancer is no longer a fighter game but now a space game of muti elements which you've contributed. I'm saying,we can no longer dwelling on the glorious past of heroic fighter pilots. We should now focous on team work,role playing and the complicated space combats.

The discovery capitalships are too strong,I think. Though with likely arms CF has,too heavy armor in Discovery. For instance,one gunboat in Discovery,relatively has the armor of a dreadnought in CF. However, CF CAPs' armor is too weak that they're usually easily destroyed by fighters before they could contribute their heavy fire power. The battleships are reletively ok,but crusiers and gunboats are really terrible. A gunboat never matchs over 3 elite fighters. So they really need to be armored a bit but not like the Discovery does. If not so,what's the meaning of buying it in the first place. That's what people will think as they're always evaluating the investments and the profits.(By the way,the new ships' over 6million price and a below 1million black eagle raise the same question though players will finally buy a new ship as it's stronger a bit but not that worthy due to the difference of price.)In short,they need to have practical surviving ability or players will never fly them.

There's also the 'asteriod fields-capital pass' problem. I think i've figured out what the problem is.
When something collide with the ships or something just explode beside them,they change their direction too much. I found that when a cap strikes into an asteriod in Discovery,it just flys backward a bit with mere change in direction which has a counterpart in Crossfire. I've no idea whether the ship mass in CF is too small or the strike force is too strong as you're the one who designed it. So when fighters just collide with the capitalships,the caps become junks for you can never aim well when your battleship just keeps rotating lol. So you should take care of that.

As to the asteriods.The first solution is to make floating asteroids as a lot of mod did before,that's the amplified version of little space rocks. Another solution is to increase the basic speed(100<180,player version ships only,and NPCs' should be about 60<100) of capital ships and the space between asteriods. The advantage is now the capitals can pass asteriods with a lower speed but not the 450 cruise speed in asteroids which makes them less likely to strike into the asteriods. And with higher basic speed, the boring docking sequences and incapability of catching fighters can be relieved a bit (I realy think you should give capitals at least a very low performance cruise disruptor and they should be caught by something too).

The capitalships weapons should be in their right place but not some misc equip window. Is that due to the technical confusion of fighter weapons and cap weapons? Then the solution may be more weapon ranks. At least,dicovery fixed them by power usage and classification.

The capital mooring point selection is another serious problem. As I know, many bases have false or improper mooring points making capitalships rotating, rarely with a successful docking. That problem needs to be solved or it will appear to be a big joke.

And it's really awsome now you have the zooming view. Thanks for that.

6.Highly detailed classification and diversity of ships and weapons.

It doesn't mean only the ranks but also the kinds of ships and weapons.

As to the weapons,diversity is quite important. The bombers should have short-range bomber guns even there're powerful topedoes as players can choose and may develop their own strategies but not designed by modders. As I mentioned DOTA of Warcraft III,a lot of strategies are not designed by the author but invented in real combat by players. That's why I'm encourage you to make diversity.

The same to the capitalships. Now we only have topedoes,forward guns,flak turrets and defence turrets. And we don't have a pool for gunboat and cruiser weapon selection. In that field, dicovery did some work as they have some'battle razor,missile turret'and so on. That blank need to be filled in too.


Another advice is the differentiattion of anti-capital turrets and anti-fighter turrets. The later should have high refire rate,then it will be effective and specialized,but not the all powerful battleship defence turrets we have now. And the battleship guns're too vulnerable to radiation,as a result causing high repairing fee which's far beyond other equips. So give them more hitpoints or just make them depreciate much more once you've bought them. And please don't forget the Snipers,that should be fun. If possible,area effective weapon as well(especially convinient for high ping player,makes them a support role)

As we've talked about new ship types, It also contribute to the new game experience,team work and role playing,which is the feature of today's game. Along with the diversity of weapons,it will bring the players a whole new freelancer and the PVP ONLY,sole development,single freelancer gaming should be a past time. Corprating with others is always more interesting then pvp or shooting down npcs alone. And is repair ship possible on the battlefield?

We should also put some emphasis on the complexity of manipulation of all these weapons. When the manipulation is complex, people tend to be more focused on it and less likely to be tired of it. My suggestion is that a capital ship should still have their 'launch missile,mine,cd,topedo,cm' buttons for some special use.That keeps one busy during a fight and makes him happy.

7.FLhook function extension.

I'm aware of the pvp reward and punishment conducted by FLhook now. So what about piracy, team battle reward and punishment, player contracts like delivery and escorts? If any of these could be possible ,the game will be really alive as it even has the feature that most games don't have today. I presume they're possible by cleverly use of FLhook' s functions. Once they're possible, they FL community can actually grow to a size that we've never imagined.

I soppose that the NPC cargo scan could do something about the RolePlaying ID such as a pirate ID's being caught by a police leading to a police siege. The FLhook should do something as well. A high rank player without an ID should be destroyed immediately after launch and notified of his violation. Killing and alliance amoung players should also be some how related to the IDs by FLhook(I haven't figured out how to make that part practical) Another assumption is wingman according to IDs. Not sure if that can be a FLhook function.

8.Publicizing of CF

We also need more videos on youtubes and other sites. CF has a highly improved graphic,however only known to FL players now. Some shocking videos're quite needed as what Itano Circus did. Though they didn't do such a lot work as you did,but with a well-known video and a lot of us was attracted by it. He made a 'Freelancer alive' Then we're going to give them a 'Freelancer Evolved' to fully demostrate your work to the public. That needs the active corpration of the servers players and good directors.


9.Focousing development

I'm also looking forward to the new chapters of CF missions. However,this is after all an online game. No matter what master-piece it has in single player,it won't change the multi player experience. What keeps the player and keeps a mod alive is its fun online-game experience. So I think your team should pause the development of new chapters a while and focus more on the online part.

10.Establishment of independent game folder

Dicovery has just done that work. We CF players're doing that manually, which appears to be quite inconvenient since it's now a whole new one from original freelancer.

On the other hand, we should totally get rid of Freelancer mod manager as many non-Freelancer players not quite familiar with its functions which lead to misuses and false installations. So we need an independent installation to make it easier, which may lead to a larger CF population.

11. Clearer Font


The font we're using now is quite cool but with a significant defect as I'm usually unable to tell a '6' from an '8'. It causes false comprehensions of these figures which definitely mean a lot to players. So, I hope you may use a proper font.

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SWAT_OP-R8R
SWAT_OP-R8R - - 1,874 comments

Let me reply to this step by step as its clearly a huge topic which easily could lead to misunderstandings or wrong expectations.
The Crossfire mod was exclusively build for an online multiplayer community (aka SWAT Portal). Hence the entire mod is based on the needs of this community. The people on that community are the ones which work on the mod, they keep it running, they improve it and to an extend they pay the bills. So with other words, without them this mod would not exist and nobody would be able to enjoy the free services that we offer to the players of this mod and the freelancer game.
Crossfire for sure can also be played in singleplayer mode and for sure the majory (80-90%) of players play the mod in singleplayer only but infact we receive no support from these people. So in the end the look, the gameplay, the balancing... just everything reflects the needs of the official Crossfire community.

So now to your points...

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T-max Author
T-max - - 111 comments

I don't know if it's possible for me to post it on your site and let the official Crossfire community discuss about these points.

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SWAT_OP-R8R
SWAT_OP-R8R - - 1,874 comments

1.The step of difficulty.
Balancing is a tricky thing. 30% say it is too hard, 20% say it is too easy and the rest considers it good the way it is.
Who is right and who is wrong?
During the past 4 years the difficulty scale for low level players has been decreased 3 times meanwhile.
Personally I think that the game is balanced very well for new players and was wondering why some players said that everything is too hard.
So I asked some of these players to send me their singleplayer savegame from the point that they consider too hard.
Five different players which had problems at 3 different missions.
All chars with pretty good ships relative good equipment.
When I started to play these missions with these chars I ran practically in the same problems that the players had.
All of the savegames had one thing in common: terrible weapon setups. These players of course used guns with heavy damage, but with completely different projectile speeds. Then they wonder that they can not hit and that it takes so long to kill a ship. It is no surprise that they run into problems since the target indicator only works for one of the projectile speeds and all other gun shots miss their target.
In the end Ive bought different weapons for these players and sent the savegames back -> a solved problem.

What I wanted to say is that balancing is more than just setting difficulty scales and in the end you will for sure never be able to please everyone.

Your suggestion is pretty interesting and for sure we will consider it.
We also don't have an answer to everything and are willing to try something new.
Your observation about the mission difficulty is in my eyes quiet correct and if I see a chance to change it in the described way I will invest the necessary time.
The mission in coaltion space should actually work. They were not working a few months ago but that got fixed long ago.

Your suggestion will clearly considered as I believe it is a good way to push this area of the game again.

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SWAT_OP-R8R
SWAT_OP-R8R - - 1,874 comments

2.The pods-game spoilers.
Pods indeed have a high value but I personally dont think that they worth more than trading or other ways of income. They are meant as additional income to missions and fighting. You can sell them only at prison stations which makes perfect sense. It is just logical that these prisons are controlled by the main houses or their police forces.
If a rebalancing takes place here then i can only imagine it done in combination with your first point. -> introducing harder mission targets and shifting the level scales while the high value pods will only be available on high level missions.

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SWAT_OP-R8R
SWAT_OP-R8R - - 1,874 comments

3. The middle periods
Removing the escape pods is not an option. They belong into this mod.
The middle part in my eyes should be filled with exploration.
To discover new places and find rare items.

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T-max Author
T-max - - 111 comments

I'm not suggesting removing the pods,but as you said 'rebalancing' The middle part should of course be filled with oxploration. You don't need to change this middle part intentionally. Once point one is done and RPG part is ok,this problem will be no longer there

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SWAT_OP-R8R
SWAT_OP-R8R - - 1,874 comments

ok, sorry... i misunderstood it then

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SWAT_OP-R8R
SWAT_OP-R8R - - 1,874 comments

4.Global establishments of CF servers
The update before the launch is absolutely necessary. It is not only connected to the dynamic economy but also to other feature. And regarding the dynamic economy -> it is one of the key features of this mod so changes are not going to happen at all.

In an environment that we have in Freelancer it is very impracticable to establish more CF servers.
The player base on all servers is extremely small. Every few weeks another FL server closes (Discovery USA is the current example of this).
No, it makes more sense to focus on one server and keep it strong.
Next to that do we have a totally different update system which synchronizes the client and server version automatically. A update function like on other servers is a step backwards.

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T-max Author
T-max - - 111 comments

I still wanna ask about 'is your server in Europe?' and 'is that possible to establish at least one US server?' It's just because many players aren't able to reach one server. And,as I soppose, they are willing to play CF online.

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SWAT_OP-R8R
SWAT_OP-R8R - - 1,874 comments

Yes the server is hosted in europe atm, and yes we also thought to get a US server (as there was an offer already). However we still have the problem to synchronize the servers, take care of the different clan systems and I also have the personal problems that I dont want to divide the community.

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T-max Author
T-max - - 111 comments

I'm greedy and wanna ask you the chance of an Asian server as there're a lot of asian players as well.

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SWAT_OP-R8R
SWAT_OP-R8R - - 1,874 comments

The chances are not higher or lower than with a US server.

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SWAT_OP-R8R
SWAT_OP-R8R - - 1,874 comments

5.The capitalships (part1)
Here I disagree completely.
Freelancer is a fighter game and the game engine was build for just that purpose.
Every server that has introduced capital ships suffers a large series of problems starting with spin bugs, collision problems, docking problems, balancing issues, problems with maneuvering, increased serverload... up to people with battleships which use their power to shot down noobs.
Crossfire will keep focusing on fighters while the introduction of cap ships in various classes is already the compromise.

That the CF cap ships can not stand fighters is something I also can not agree with as there are enough players on the server which use their battleships against other fighter pilots (with pretty much success).
Gunboats and cruisers in CF are btw. support units of battleships and dreadnaughts against other cap ships. That is their role.

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T-max Author
T-max - - 111 comments

In fact,the armor and firepower of the battleships are strong enough now. Just having minor problem with the gunboats. It's just their armor that is too weak. What I'm really talking about is their surviving ability. Though they're some supporting units,now they're much likely supported by other vessels as they can't face several Corsair Titans alone.

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SWAT_OP-R8R
SWAT_OP-R8R - - 1,874 comments

5.The capitalships (part2)
The "asteriod fields-capital pass problem" you describe is something that is just normal. The only reason why in other mods the bumping is less is because the cap ships act like figthers there, and that is inacceptable.
The ships maneuvering in CF is perfectly balanced... the ships act like cap ships without being too hard to fly. Thats how it is supposed to be.
The only way to change the described behaviour would be to change global values... but that would have terrible effects on fighters.
Next to that ... you dont fly into a asteroid field with a cap ship... thats what fighters are made for.

As to "floating asteroids".
They are a very bad idea. They cause lag, they dont get synchronized with the server. They have major impact on the clients performance.
That is never going to happen on my mod. Other mods which used this kind of crap are long dead.

Raising the speed is also something I will not allow to happen as it will unbalance everything in the game, starting with the economy up to the general balance with other ships.
Raising the speed is no option since that are still cap ships. I dont want to see oversized fighters in my mod.

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T-max Author
T-max - - 111 comments

What I'm worrying about is a capitalship may have no entrance to the inner core systems. Then you have some way for captitalships to get in there?
The maneuvering of capitalships is very well and like real vessels. So I suggest you keep it that way as well.

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SWAT_OP-R8R
SWAT_OP-R8R - - 1,874 comments

Well, cap ships can go to inner core (there are regular expeditions on the server)... they just can not dock with the stations there (which is story related).

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T-max Author
T-max - - 111 comments

Then I'm curious about how did they get through the enemy territory in the inter core sector filled with asteriods. My capitalship just stuck there and not possible to move through with cruise engine on.
Or you're just telling me there's just an 'open space'path to the DK protected region?

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SWAT_OP-R8R
SWAT_OP-R8R - - 1,874 comments

No as far as i know they went through that asteroid field

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T-max Author
T-max - - 111 comments

What I fogot to reinfore is that when fighters collide with a battleship,the battleship just rotates and not possible to aim and shoot. Don't think that's normal for a relatively huge vessel. Fighters pushing capitalships isn't real,is it?

And now I remember the key problem is when a capitalship hit a rock,it bounce in all directions instead of grazing or getting trapped. It's like a tennis ball,you know, here,there,here,there.........doing that all the time. Isn't that impractical and trouble causing?

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T-max Author
T-max - - 111 comments

I just came up with 'different base speed'
I guess:
battleship(85), dreadnought(80), cruiser(90), destroyer(95), gunboat(105).
Not final,just a proposal.

And then the crusiers and gunboats may circle around the battleships escaping from the BS turrets better and destroy them one by one. Is that kind of balance acceptable? (At least,I think,it makes sense: BS-heavy, cruisers-medium, gunboats-light)

And once that's done,the possibility of super missions with gunboats will be practical. (Of course the NPC gunboats in missions should be much better equiped than players') They now move fast enough and are deadly enough. Most importantly,feels real.

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SWAT_OP-R8R
SWAT_OP-R8R - - 1,874 comments

5.The capitalships (part3)
With CF2.0 the asteroids will be even more dense and very likely cap ships will have even more problems in there... and that is good this way.
IF Capships get a cruise disruptor can be discussed... I am open for that.

Cap ship weapons are located in the equip window because of FLs engine limitations.
When Digital Anvil has build the game they never intented to cap ships weapons in the game so they never have thought about introducing proper weapon classes for such weapons.
so the only way to prevent that these weapons are mounted on other ships (without destroying the original weapon classes) is to put them there.
That is nothing we can change.
So your solution "more weapon ranks" does not work as it is technically not possible.
We can only work within the limitations of the game engine.

The mooring problems you describe can not be resolved that easily.
Infact all stations and cap ships were tested successfully prior we released CF1.9
But the mooring is pretty much at the limits of what is possible with the FL engine.
IF we move the morring points just a little bit into a direction that makes mooring more comfortable (which is possible) then it breaks the ability to dock at tradelanes ot jumpgates.
Like i said... cap ships are actually not supported by this game engine.

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SWAT_OP-R8R
SWAT_OP-R8R - - 1,874 comments

6.Highly detailed classification and diversity of ships and weapons.
I dont really know what you mean since CF already has all of that.
Highly specialized ships... gunboats as shield breakers... cruisers and destroyers with massive guns doing extreme hull damage... battleships with high defence abilities and strong guns... dreadnoughts with even stronger hulls and torpeoes... countless utility ships with special abilities... torpedo bombers... and of course various figther classes.
Also various turrets for battleships.
Putting aside that it is not possible to add more weapon classes to the game (probably other mods are able to since they still free capacities because they have less features) I dont see the need for additional fighter turrets since the current ones are pretty effective against fighters and other cap ships, plus the flak is doing alot of damage to fighters aswell.
The radiation problem is known and fixed already.
A repair ship does already exist.

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T-max Author
T-max - - 111 comments

It's the 'current ones are pretty effective against fighters and other cap ships' that makes the capitalships all powerful. Only a single battleship with a single type of battleship defence turrets are capable of wiping out both the capitalships and the fighters. I don't think players flying cruisers and fighters can really accept that thing.

And fighters have the same problems. They're capable of taking care of both fighters and some capitalships like cruisers and gunboats. That's the exact reason why I'm suggesting a little stronger gunboats armor(Just little due to balance) and the different funtions of battleship turrets. Don't wanna they to be all powerful. That doesn't appear to be fair to players to whom they're against and isn't good for RPG as we've talked about some attack vessel,shield vessel,snipers and other things before.

If you can do both thing(shooting down fighters and destroying capitalships) at a time,isn't that too easy and unfair? Once the capitalships-players have to choose anti-fighters or anti-capitals,they won't be able to take down players flying fighters so easily.

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SWAT_OP-R8R
SWAT_OP-R8R - - 1,874 comments

Im not sure about that.

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SWAT_OP-R8R
SWAT_OP-R8R - - 1,874 comments

7.FLhook function extension.
Certain RP hooks will be introduced with the new version.
However NPCs will not be included in the hooking process at all (they dont have any thing to do with that).
Destroying players because of missing ID (Licences) is also no option. Crossfire sticks to the right being a Freelancer.

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T-max Author
T-max - - 111 comments

Sorry,I shouldn'say about the NPC cargo scan in the Hook function.
What I mean is,for example, ammo of banned nuclear missiles found by Liberty Police, is just like the dicovery of smuggling Cardmines. Is that possible to be applied to scanning the IDs?

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SWAT_OP-R8R
SWAT_OP-R8R - - 1,874 comments

probably

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SWAT_OP-R8R
SWAT_OP-R8R - - 1,874 comments

8.Publicizing of CF
There are countless of crossfire vids on the net (+50) and I doubt that they lack in quality.

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T-max Author
T-max - - 111 comments

I'm just saying 'shock''amazing'to be the comments on the videos. Not just good,but beyond imagination. Professional advertising.

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SWAT_OP-R8R
SWAT_OP-R8R - - 1,874 comments

Well I guess we have different opinions about whats amazing then.

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SWAT_OP-R8R
SWAT_OP-R8R - - 1,874 comments

9.Focousing development
Every Crossfire version had its own story chapter. I see no reason to change that nor do i see a reason to release the last Crossfire mod version without the ending of its storyline.

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T-max Author
T-max - - 111 comments

Of course chapter 10 should be finished. I'm suggesting you stay more focous after that. One chapter a version is better that 9 chapters a version as it makes you more less pressure and give players more expectations and imagination. I'm saying 'slow down' but not 'stop' as that's not for me to descide.

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SWAT_OP-R8R
SWAT_OP-R8R - - 1,874 comments

10.Establishment of independent game folder
Well, actually i dont really care what other mods do. Discovery is a tiny mod compared to CF and unlike CF it does not require the activation of more than 6000 xml scripts during the activation... which can only be done with FLMM.
So with other words... if we do it like discovery we will loose countless of important features.

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SWAT_OP-R8R
SWAT_OP-R8R - - 1,874 comments

11. Clearer Font
Just explaining a bit how difficult this would be.
You practically can download all the fonts on the net and try them with FL.
You will not find a single one with exactly the same font sizes that are needed to display the FL text correctly inside the interfaces.
95% of the fonts are not narrowed... so they are useless... and the remaining 5% also have sizing problems (either vertical or horizontal).
If it would be simple to find a font that fits into FL then other mods would already use it.
Digital Anvil has used the agency fb font and then they have build the interface around it. That worked pretty well... but we dont have that option.
So i created this new font and tried to make it fit as good as possible... and yes it is not easy to read a narrowed font at all... but its the only thing that works with FL.

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SWAT_OP-R8R
SWAT_OP-R8R - - 1,874 comments

Final comment:
Some of your ideas are interesting... others can not be considered as they are either technically not possible or against the idea of the mod.
Crossfire has more features than any other FL mod... and so it also has pretty much reached the limits of the Freelancer engine.
We do what we can do improve the mod but we can not make everything real nor can we please everyone.

If you have questions why certain things are in my eyes not possible we of course can discuss it and Ill explain it into detail.

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T-max Author
T-max - - 111 comments

And thanks for your detailed explanations and hard work for all the players.

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w0dk4
w0dk4 - - 129 comments

I didnt know the news section has been reframed to be a forum.

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T-max Author
T-max - - 111 comments

I didn't know that only a few now are paying attention to this section.

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SWAT_OP-R8R
SWAT_OP-R8R - - 1,874 comments

You never stop learning.

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T-max Author
T-max - - 111 comments

Does it sound like a saying with all the 3 sentences above?
Just joking :)

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Guest
Guest - - 689,815 comments

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Martind_Forlon
Martind_Forlon - - 165 comments

This looks as little old article, but Crossfire 2.0 is nearly finished. It is hard to tell if it can fill all expectations, but there was put huge amount of work and mod looks more as beautiful.

Check News on MODDB: Moddb.com
Intro for CF 2.0: Moddb.com

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Martind_Forlon
Martind_Forlon - - 165 comments

2.0 Beta with fully working SP and "beta" MP was just released. Please more info on ModDB: Moddb.com

p.s.: Nav-map is fully working :) for all sectors/systems

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