Freelancer

Started by Kal-Nor, January 15, 2016, 09:57:59 AM

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AndyBee

Quote from: smilodon;409497As do we all, currently all three extra seats control shields and power settings.

And that can't be right can it ? If you crew a Connie with 6 you still only have 3 bums on seats in the cockpit.... Can't imagine there's enough to do on a Freelancer for 4 dedicated pilots/co pilots .... I hope they become multi function passenger, bounty lock down seats personally !

smilodon

Yes I agree they need to have another role. Either use the space for something else or for non crew seating. Currently though the HUD does look like a place holder for something else and as you say it's unlikely there will be four distinct roles for a freelancers crew, that would put it on a par with a Carrack, Connie or Caterpillar
smilodon
Whatever's gone wrong it's not my fault.

Obsydian

I can think of a number of distinct roles for a Freelancer:
  • Pilot
  • Gunner/targeting
  • Power/shield management
  • Electronic warfare/hacking
  • Rear gunner
  • Damage control (firefighting, etc.)

Some of these can be doubled up naturally, but dividing them among a number of crew lightens the load and can improve the efficiency of running the ship.

Kal-Nor

We're forgetting the most important role in the game at the moment. Runner, this game is so much easier when you have a runner on hand and someone(s) to stay with the ship. It makes the missions easier.

But seriously 2 people should be enough for the freelancer and the HuDs are interchangeable which is great. But you could thin the roles out further to make them even easier. I wish they kept the steering on both front seats but maybe it's better for the co pilot to control shields Etc.

AndyBee

Quote from: Obsydian;409516I can think of a number of distinct roles for a Freelancer:
  • Pilot
  • Gunner/targeting
  • Power/shield management
  • Electronic warfare/hacking
  • Rear gunner
  • Damage control (firefighting, etc.)

Some of these can be doubled up naturally, but dividing them among a number of crew lightens the load and can improve the efficiency of running the ship.

Yeah I understand if they make all those panels available for the pilot to hand off certain elements we could fill four seats..... But in a real scenario, let's say me and 4 DMW friends just loaded my Freelancer Max with rare black flamingos for a trade run across half of know space for a 1000% mark up, when we're good to go do we really all want to sit in the same can twiddling one knob each ? Or do we want a pilot, an avionics guy, a tail gunner and a 2 x fighter escort ?

Jamoe

#20
Quote from: AndyBee;409529Yeah I understand if they make all those panels available for the pilot to hand off certain elements we could fill four seats..... But in a real scenario, let's say me and 4 DMW friends just loaded my Freelancer Max with rare black flamingos for a trade run across half of know space for a 1000% mark up, when we're good to go do we really all want to sit in the same can twiddling one knob each ? Or do we want a pilot, an avionics guy, a tail gunner and a 2 x fighter escort ?

I agree, I'm still not convinced that these roles have enough to them to keep anyone other then a RPer amused for long.

Perhaps it will comes down to risk/reward, a bigger ship with more cargo has more to lose. if I can make twice as mush twiddling the shields on a bigger ship then going solo in a freelancer it might be worth it but probably not something I would make a habit from.

I don't want an efficient ship, I want a fun/challenging ship :)

smilodon

Yep the Freelancer is billed a two crew ship. Right now the HUD on the Freelancer really doesn't let a pilot do much other than steer and fire. Adjusting power and shields even with keybinds is no easy job. I would certainly be happy to have another player working those systems. Whether they move between their seat and the tail gun or whether a third player takes that role is debatable. However I do think anymore than three crewmembers is a waste of space and the third and forth seats could be better used for some other feature.

If for some reason there were four of us on one Freelancer then I suppose it wouldn't hurt to have a pilot, shield operator, power operator and tail gunner. At least everyone would have something to do. But as a serious way to fly the ship I really don't think it's CIG's plan. The Connie clearly is the ship for a group of players to enjoy and seems designed to work best with a crew of four plus.
smilodon
Whatever's gone wrong it's not my fault.

Kal-Nor

We all remember this video. Maybe CIG will eventually place targeting on the rear seats. I doubt it will happen but it would be a fun machanic to play around with.

http://youtu.be/vO7RxsZpcKc

AndyBee

Off topic, but on topic in a random way, i.e. discussing options to the Freelancer/solo flying/every day ship/etc.... has there been any indication of how much cargo space the Avengers cargo variant may hold ? the Avenger is (i think) the ONLY hangar ready ship i've not owned at some point before melting, just so i could have a nosey, but it looks pretty big, is completely soloable, and as a cargo variant maybe is what i'm looking for ? but i can't see any info on how much it may carry..

Maybe i'll start a new thread on this topic when i have more time tomorrow !:g:

Kal-Nor

Freelancer v Connie, the guy ends up being a dick by taking out targets while refuelling at CryAstro but it's nice to see the Freelancer in action. So much easier to hit in the turret when your target is a Connie.

http://youtu.be/l5bv1hBjVgg

Kal-Nor

Not sure if this is a future concept or a concept that was discarded but this is designed by Zane, isnt he the guy that is in charge of designing huds? A few people think it's too busy but with the minimal views of the freelancer I think it's great.

[ATTACH=CONFIG]3531[/ATTACH]

http://static.zanimation.com/port/images/port/images/Freelancer_HUD.jpg

smilodon

I pulled a few posts (mostly my own off topic stuff) over to a new thread. I think this thread stays intact and still makes sense :)
smilodon
Whatever's gone wrong it's not my fault.

Lysander

Its my understanding that the Freelancer DUR is only hanger ready and not yet flyable, so If I were to upgrade my Cutlass Black to a Freelancer DUR, would I have access to the standard Freelancer until the DUR Variant was flyable, or would I end up with a pretty ship in my hanger and nothing to fly?

On a slightly different question... would you recommend the Std. Freelancer or the DUR.  I personally think that that the bigger unmanned turrets on the DUR combined with the enhanced scanners and long range fuel tanks out weight the loss of additional cargo space and 6 (S2) missiles but I would like you thoughts on the matter.

Obsydian

If you upgrade to a DUR you will have the standard Freelancer as a loaner in the PU.

Whether you should go for the standard or the DUR depends on what you expect to use it for.  The DUR has been customised for exploration, whereas the standard is an all-rounder. By contrast the MAX is designed for hauling, and the MIS is a missile platform combat ship.

vobler

A  workmate of mine and sometimes dMw'er, Jarlev, plotted a Star Citizen Freelancer for me the other day on his 3D Plotter:
It is 95 mm front to back...

[ATTACH=CONFIG]3924[/ATTACH]

Looks nice on my desk....