Bas wrote:
I am wondering for about modding FL if it might be wise to focus on the PVE - Simply because RP and PVP is hard to develop when you don’t find many players. As such, it snowballs downfalll if your focus your mod on that aspect.
I once had some concepts of introducing more RPG elements for freelancer, such as obtaining skills and gaining level ups and experience. Maybe by NPC and PVP kills, missions done, wrecks found, bases/holes found etc.
I believe such a thing could be implented via FLHook.
This…my thoughts exactly, and is the direction I’ve been focusing on for our next version, rebalancing PvE for a real challange (historically our mod has been more PvP… PvE was lacking), in tests now hostile players are just another blip in the scanner, no more a threat then the npcs.
A while back I started implementing a basic rpg system…skills, traits and experience system with critical hits with hook…its pretty rudimentary so far, skills are broken down into piloting (one for each ship class), and weapons (gunnery and guided), % chance of xp granted on hits, various traits effect the odds or add critical hit effects: lucky break (small chance of rerolling any skill check), finesse (effects from successful rolls are higher), shield by pass critical hits, etc etc
It was more of a ‘wonder if i can make this work’ question then a actual useful system…it was side-tracking me from other tasks so I didn’t refine the concept, but its defiantly doable.