'88 Flak
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lol, I have learnt my lessons the most bitter way; took me an hour to write an essay-like post only realized I have timed out I would be quick and messy with the writing, so please bear with meā¦
Hi, my name is dofod and as you can see, this is my very first post! Fox has requested us the Flak 88 gamers to comment regarding to his mod, and I can truly say that I am thoroughly impressed by his creative and thoughtful designs.
I always are the type of gamer that pursues a fulfilling, holistic experience instead of the maddening-race of kill tallies or levels or credit number. The Open-endness of Freelancer SP has always enchanted me, a wish, albeit a vain one, that I perhaps in the game, while within the āspaceā, I can really do whatever I want. Sadly that was not the case, as if some sort of peculiar logic somehow there must be a storyline, or a plot, as they all say. Or the linear development that unless you fit yourselves with a stronger ship, the next mission is near-impossible to accomplish.
However despite the shortcomings I still overwhelmingly play more SP then MP. The reason is to be frank throughout my freelancer experience I have been reluctant to participate in the MP gaming experience. Because I was disillusioned as soon as I joined the vanilla server, the space is filled with VHFs. Didnāt I end my SP with a VHF?
The more I participate in various modās server I started to believe that the servers have become a place of exclusive clique of elitists, where relationship between newcomers and veterans is dysfunctional at best, if not outright abusiveāwhere the ānewbā frustratingly trying to survive as the āleetā getting further indulged in searching for a more spectacular rush, namely ruthlessly making everything that flies explode?
When I first joined ā88 Flak in late May at first the sensation is familiar: AI is dangerous, so is SOME of the participants. However with the help of friendly AI (what?) I can overcome the challenges and score my first kill. In a light fighter. A starflier. Against a Corsair Titan. In NewYork System. My wealth in credits and rares soon grew, and so is my confidence.
But not too much. One can die, and one mostly would eventually die in ā88 Flak. There will be hopeless situations where itās a matter of time before you see that screen informing you that you have just been shot down. It does not matter you pilot a fighter or a Train or a Liberty Dreadnaught. When the lethal combination is gathered one can only pray the speed of his ship can deliver him. Or not. Somehow such Ominous fate can bring joy to my play because we then know how well this mod has crafted.
There are special weapons and add-ons that can enhance your ship. Yet it comes with a price. Shield regen over energy drain? Punishing firepower versus lack of accuracy? Maneuverability and capability are somehow precariously balanced into a enjoyable and challenging experience.
Perhaps this is too much of my personal sales pitch. And most certainly it is your subjective experience that counts. And that is precisely why you should try this mod because,
Yeah, it really is THIS good.
See you in space,
Dofod -
Iāve played this mod in SP, and I can truly say it was one of the best game experiences Iāve had in a long time The work youāve done, Fox, is amazing. I really urge everyone to try this mod.
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Iāve never really heard your starting experiences before, Dofod - well written. Iām glad the AI was able to help you out, too; some people still donāt appreciate how helpful friendlies can be. =P
Also, thank you Sushi, Iām glad you liked it. ^_^ Any suggestions at all?
(and on a total side note, Freeworlds has been catching my eye recently; Why485 started pointing me to the recent developments, and itās looking sexy =3 ) -
Iāve never really heard your starting experiences before, Dofod - well written. Iām glad the AI was able to help you out, too; some people still donāt appreciate how helpful friendlies can be. =P
Also, thank you Sushi, Iām glad you liked it. ^_^ Any suggestions at all?
(and on a total side note, Freeworlds has been catching my eye recently; Why485 started pointing me to the recent developments, and itās looking sexy =3 )Honestly, I think youāve nailed what combat should be in Freelancer. Youāve really taken it to an entirely different level. I also really enjoyed the way you allowed novice users to have a chance with the use of the AI wingmen. I loved the balance system, it really allows all ships to be viable to succeed within the mod. Also, the ability to have SP and MP is a great option (one, sadly, that I donāt have time to reproduce in my own mod). Personally, with all the work done on this mod, I believe this was the way Freelancer should have been released to the public
(On your side note, Iām really glad that youāve been enjoying what our mod has been doing. As Iāve said to Why485, and thankfully he accepted my offer, youāre completely welcome to come to our forums and give input on the mod if you wish, with no strings attached - ie. made to code yada yada. If youāre interested send me a PM, if not, no worries :))
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I havenāt played Flak88 yet but I will when I get home this evening especially after I read the write up on your forums Nice mod and I have also added your latest version (w/ soundtrack) to my download area on my site so you have another mirror.
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Thank you Darkone, I appreciate the mirror. Since youāre registered on the 88 Flak forums, you should receive the E-Mail newsletter thingy whenever a new beta release occurs. Hopefully weāll get all the misc bugs worked out sometime soon so we can have a polished, official release to send out to sites instead of these silly betas. lol
Hope you enjoy it.
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The latest beta, RC125, is currently on track to release tonight. Hereās the current working changelog:
ā Slight reduction to Capital Ship spinning, thanks to Forsakenās tips - I would have done a more aggressive āno-spinā fix, however this would cause Goto, Dock, and Formation functions to all exhibit āwagā issues. In addition, the steering became very unpredictable, and given the major role of steering rates in Capital Ship balancing, this was a problem. However, this less aggressive solution, combined with the Hook-side NPC push-away, makes piloting even the Sleeper Ship a little less irritating. Also, it is much harder for other players to spin your ship at all without getting killed.
ā Sniper Turrets once again have 360 degree coverage, but only rotate at 15 degrees/sec.
ā Missiles (especially high-class ones) now use much more energy to fire. Your shipās engine must now be taken into account - the Kusari engine is no longer the best missile engine.
ā Increased cloaking device warmup time to 15 seconds, up from 10.
ā Reverted the commodity prices to previous values.
ā Seeing as the Trade Lane Buoy WPs are so small (and hard to hit), their hitpoints have been decreased substantially. They are still a good object to retreat to, but pirating Trade Lanes is now at least possible.
ā Capital Ships no longer flee as early from a fight.
ā Due to TL Buoy WPs being somewhat easily killed now, they no longer drop any turrets on death. Find somewhere else to salvage WP turrets. =P
ā LRMs have been tweaked - they now have a 5000m range and half the fire rate, but have a much higher initial velocity and deal 2.25x as much damage (now having 1.25x DPS as Primary Turrets). They essentially act much more like Torpeodes.
ā Replaced the whole mishmash of huge āMOUSE FLIGHTā, āTURRET VIEWā, āREAR VIEWā, etc. text at the bottom of the screen with a small, unobtrusive āMouse Flightā string when the mouse is active, to clean up the HUD a little.
ā Pulse, Plasma, Particle, and Neutron weapons have had their rate-of-fire decreased to balance them with other weapon types. This is the first time normal weapons have been majorly tweaked like this since version 1.24, so please comment.
ā New FLHook implemented, with various this-and-that features (refer to the FLHook Readme.txt in the EXE folder for more info).
ā Added multiplayer support of the singleplayer storyline event system, making it possible to write scripted storyline missions for multiplayer. However, due to a myriad of bugs associated with this, only very simple scripting is being used for now.
ā NPC player-targeting clamp and hostile spawn weighting are now both set to false, thanks to the above change. No more targeting priority nonsense - NPCs will now divide themselves up equally among the targets.
ā The āAI Bots Killedā stat now functions correctly. It also counts AI Wingmen killed now.
ā Maximum number of lines in chat history raised to 127, from 32.
ā Extra debris from ship explosions is now only thrown if the lighting/debris option is selected.
ā TL Buoy WPs are now permenantly disabled when killed. They lose all turrets, as well as some/all of the lights and directional flares. Active player pirates on a server can make a Trade Lane considerably less safe now.
ā Small optimization to system structure (got rid of 102 un-needed AI Bot paths per system, and rewrote the density control code for zones). May slightly improve system memory usage/load times.
ā Small AI tweaks to prevent fights from getting too spread apart; AI should try a little harder to concentrate fighting instead of breaking off into small duels 10km away from other ships.
ā Alaska has been rebuilt - it now acts as the central PvP hub linking to all the PvP/NPC Arenas, and can now be accessed from any house via purchasing that houseās PvP Token. For example, if you have the Kusari PvP Token, you may only enter/exit Alaska via Kusari; Alaska can not be used for travel.
ā Fixed an issue with the AI Companion Bot - if multiple bots of the same name were selected for a squad, the squad would never appear.
ā Repair Ship can no longer dock on mobile player-carrier bases.
ā Set Best Path now functions across systems, as it should (thanks FriendlyFire!). Alaska is excluded from this scheme, as it now acts as the central PvP hub and would give bad path info, since Alaska can not be used for travel.
ā AI Bots in the PvP Arenas should no longer attack the random WPs scattered about, and instead focus on other ships.
ā Rare ships have been cleaned up. They no longer require a special Power Supply, but the token used to retrieve the ship is now permenantly expended upon docking with the rare shipās base.
ā Reduction in debris thrown by the debris tosser, which should make the āexplosion debrisā option more stable.
ā Fixed up the solar object hitpoints - now all system-placed station hitpoints match up with corrosponding flown station hitpoints (solar objects did not get the 1.5x HP buff from a few RCs ago; other stations mysteriously had too much health)
ā System chat is now routed to universe chat, so that everyone does not have to be in the same group to talk to one-another.
ā Reputation with pirates is no longer as quickly gained for picking on Xenos, and both the IMG and Zoners are now slightly empathetic towards their cause.
ā Xenos are now armed to deal with Capital Ship threats.
ā Removed the tiny dynamic asteroids. Due to their low placement radius, this solves issues with Capital Ship spinning in fields. Also, they were intrusive to aiming (particularly with Capital Ships). Materials can still be mined from the full-size asteroids.
ā Fixed some misc errors relating to asteroid fields (āempty cubeā errors). Small optimizations done to asteroid fields as well.
ā āToranto Depotā is now correctly spelled āToronto DepotāOf note is the active storyline mission scripting for multiplayer. Yes, this means it is possible to write scripted story missions for multiplayer. Yes, it is filled with bugs left and right (but weāre working on fixing these). None the less, it is an exciting new front, with myself, Why485, and KillerJaguar already writing new scripts (commandable AI wingmen, a basic defense script (video below), and a complex mission involving invading Rheinland patrols, respectively). This was all discovered back in the beginning of February, and I apologize for not posting anything on it sooner; however, I plan to write a full tutorial covering these techniques, in a similar format to my AI Wingmen Tutorial, which will both include how to get scripting to function in multiplayer, and a few sample scripts.
But anyways, be sure to look out for the RC125 release if youāre interested in Flak (links at top of topic).
(script example by Why485 as discussed above, in Itano Circus)
http://www.youtube.com/watch?v=UA0Oa3dSs9Y&fmt=18 -
And itās up. Taste the wrath that is RC125.
Edit: Alright, small upload issue that has been corrected. The download should work now.
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I love this mod to death. Havenāt played on the MP server just yet but Iām hoping to join up fairly soon. Blame WoW for my tardiness. ^_^
This is the best community (and Iāve visited several of them), the most open and helpful people youāll ever meet in Freelancer (aside from Louvra-Dues of the EOA forums).
Many kudos to you fox, you rock!
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Iāll say this about Flak88ā¦ It made me rethink my ENTIRE modā¦
Took me about 12 hours to get my jaw back off the floor and get to workIt introduced me to the wonderful world of ENB, Reptokens & Wingmen as well as many other
excellent refinements to the FL basecode (like WHYās FX).Itās just a shame i live in a crap timezoneā¦ MP was lonley for meā¦ but thats only becuse of my loacation (AUS)ā¦
But that saidā¦ Im a huge Fan of Flak88 ;D and urge anyone whoās never seen it to go and Dll it now!! I had a blast in the SP
and the ideas i got whilst playing this mod were ā¦ dare i say Priceless!..āThis mod has the potential to change FL as we know itā <<-- Xarian_Prime
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Thanks guys. Iāve been toying with the idea of renting a professional hosting service for the server, since as awesome as the 24/7 is (thatās been running for a few years now no less), it is on a residential line and starts breaking down pretty quick when more than 10 people are on at a time. Alternatively, money could be pooled together to simply upgrade Jayās line, however itād probably turn out cheaper to just rent a service, so I dunno.
The issue is nobodyās really sure if itās worth it - the server has averaged roughly 0.8 players over the last 7 days, with only 4-5 players on during the peak hours (http://freelancer.servegame.org/flstat2-online.html). While plans are being made for the eventual full, non-beta release of 88 Flak 1.27, which will probably see an increase in activity due to distribution across multiple sites, itās tough to see how much this will push server activity - pretty much the #1 fear is that the avg. peak time population will explode to 15+, which would cause the current server to just hit the redlag button and take a smoke break.Any thoughts?
PS: Xarian_Prime, in regard to wingmen, have you seen the AI Wingmen Tutorial topic, correct? That should help in implementing wingmen into your mod, if desired. M0tahās also published all his Hook work seperately of 88 Flak, though to be honest Iām not quite sure where he puts it. lol
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Itās been over a month since the release of RC125, which contained some pretty large show-stopping bugs - like getting stuck in Alaska when purchasing a new ship, or receiving a āYou have attacked a friendly object. Mission Failed.ā message when attacking friendlies, which caused a crash upon clicking āLoad Gameā. So whatās the deal?
Unfortunately, these bugs were just plain missed in the testing, and I apologize. However, M0tah and I are at work to fix these issues, and hereās the changes so far:
(See below post for full change-log)As always, progress (and downloads) of the 88 Flak Betas can be found here: http://www.memes.no/88flak/forum/viewtopic.php?t=114
Also, Iāve done massive updates to the ModDB page, at http://www.moddb.com/mods/88-flak - not that it matters much, but hey. -
I canāt understand whatās the āā Removed the red damage indicator, in an effort to further clean up the HUD a little (besides, itās obvious enough as it is that youāre getting shot at).ā meaning, may you can tell me that (or give me some pictures)?
Thanks for you and M0tah of help.