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toasterwarrior posted:Fine, what is the fundamental difference between Privateer and Freelancer? You old fuckers Having played Freelancer I remember all the forum threads back in the day basically doing the same thing as the old Morrowind vs Daggerfall debates in 2002: the older game was better because it had more more more. The aesthetic for Privateer was more chunky space-garbage trucks than Freelancer, but they both shared so much of the same DNA it was uncanny at the time.
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# ? Jun 10, 2024 21:44 |
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Mechafunkzilla posted:You can run but you need to dump full power to the engines AND use the afterburner, and even then it'll take a little while to get out of range. I had tried splitting power between shields and engines since I was getting torn up, but it didn't really seem to work. If I run into anything else heavy before I can upgrade ships I'll see if full engines does the trick.
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toasterwarrior posted:Fine, what is the fundamental difference between Privateer and Freelancer? You old fuckers this is well documented in forums of yore - here take a post from lancersreactor forums user chandraskarlimit ![]()
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Mad Wack posted:this is well documented in forums of yore - here take a post from lancersreactor forums user chandraskarlimit ...ah.
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You can fun away really well with the top level afterburner. Even the platypus goes 900 with neutral power settings.
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I think I'm submitting a refund request for this one. I like the general atmosphere of the game but the flying around and combat just isn't grabbing me like I thought it would. I am going to keep an eye on it because I didn't hate it but I don't see this getting its hooks in like I wanted from the outset.
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toasterwarrior posted:Fine, what is the fundamental difference between Privateer and Freelancer? You old fuckers
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Do any stations actually keep goods on hand to trade? A tip that the one station in Texas is selling gold way below market doesn't matter much if they don't have any gold on hand to sell you. It feels like there's no way to do any space trucking because nobody's selling anything. I have a garbage scow, let me haul stuff in it! ![]()
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Fired it up. It's... not great. * Tried pool, CPU was a shark, not doing that again. Restarted game to get my money back. * I like how all the animations are skippable, but wish they'd have an option to skip them automatically. * "Buy an afterburner!" Ok, I'll spam these local deliveries. * "Buy a tractor beam!" Ok, I'll spam more local deliveries. I'm glad this is on an SSD. * Used the warp speed mode once. Decided to use the normal mode (the WC-style autopilot) after a couple of minutes traveling what would have otherwise been a half second cutscene. * Check controls multiple times but they're confusing. Eventually figure out that the controls are simple but their retro CRT aesthetic looks bad. Do first two combat missions without knowing how to lock on. * The tractor beam is activated by noticing that a small icon in the upper right is spinning when you're near cargo. I only noticed because I was pressing everything I could and switched to third person, which made it stand out. * Ok I'll just afterburner towards the station destination and ***INCOMING UNSKIPPABLE PLOT COMMS*** crash into it I guess. * "Buy a jump drive!" Look you redneck gently caress that's 20k and you haven't paid me poo poo. Quit game instead of doing more local deliveries.
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DoubleNegative posted:Do any stations actually keep goods on hand to trade? A tip that the one station in Texas is selling gold way below market doesn't matter much if they don't have any gold on hand to sell you. It feels like there's no way to do any space trucking because nobody's selling anything. Almost everywhere (exceptions I've seen include the casino and places that sell a ton of one thing) sells about three things. If you bought the things for sale they take a while to restock though.
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toasterwarrior posted:Fine, what is the fundamental difference between Privateer and Freelancer? You old fuckers Freelancer is more of an ARPG, kind of Diablo esque experience in Space. More equipment, ship and role granularity, levels, generally easier to get into and explore. Combat is not so much pure reflex. Privateer is the old school of space sim, a 90’s FPS in space. Combat is frenzied and enemies are unforgiving, with hull damage being potentially crippling instead of a minor nuisance. No heals mid-mission, area difficulty is entirely by equipment, less options overall but drastic differences between. Generally much harder than Freelancer by default.
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Mechafunkzilla posted:Radar question: what does ability to "lock" mean -- is it just for missiles, or is it for L2 tracking as well? Also, what is IIRM or whatever it's called that's on the higher tier radars? Radars with lock let you lock missiles but also use the "lock target" button (locks the thing under the crosshairs which is super useful in combat to pick targets that you can shoot right away). The main thing that normal start gives you is a radar with both IFF color and locking. Standard features that no game of the genre has ever had the idea to take away from the player before now. Nemo2342 posted:I had tried splitting power between shields and engines since I was getting torn up, but it didn't really seem to work. If I run into anything else heavy before I can upgrade ships I'll see if full engines does the trick. IMO diverting power to shields is much less helpful than it sounds. Shields recharge real slow, add power and they're still slow. Even maxed out the shield recharge can't keep up with sustained fire from enemies that are on par with you. Also note that the higher-level shields take longer to recharge. The main thing you are improving is the capacity. Meanwhile your afterburners draw from the same power pool as the weapons, so if you cut that to nothing you run out of go-juice. Here's how I've had some decent success getting away from fights I can't win: 1. Make sure I'm pointed to a navigation marker. 2. Notch the engines up once or twice, to a point where my battery is still slowly recharging while running the AB. 3. Fly away with some evasive-type maneuvers. The idea is to tilt around just enough so that shots land on quadrants other than the rear, but still be running away. 4. Because the rear shield is still taking most of the hits, dump power to shield when possible. 5. Jam on the sublight button. Sometimes I can get away, sometimes there are a couple speedy assholes who can keep up. In that case maybe I can open enough space between the speedy assholes and their friends to kill them.
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Quicksilver6 posted:Freelancer is more of an ARPG, kind of Diablo esque experience in Space. More equipment, ship and role granularity, levels, generally easier to get into and explore. Combat is not so much pure reflex. Cool, thank you. TBH I was kinda dreading this, but I do hope that customizing the guns and ships themselves is actually pretty deep?
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Zigmidge posted:Rebel Galaxy Outlaw - Literally Privateer 3 It's such a knockoff that it's more like Privateer 1, 2.0
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Klyith posted:The main thing that normal start gives you is a radar with both IFF color and locking. Standard features that no game of the genre has ever had the idea to take away from the player before now. That's a direct callback to Privateer (as is the rest of the veteran loadout).
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toasterwarrior posted:Cool, thank you. TBH I was kinda dreading this, but I do hope that customizing the guns and ships themselves is actually pretty deep? It is not. It has vastly less variety in weapons, equipment, and ships than Rebel Galaxy 1 had. edit: fezball posted:That's a direct callback to Privateer (as is the rest of the veteran loadout). Ah, I did not actually play Privateer 1 when I was a kid, only Privateer 2. Klyith fucked around with this message at 18:03 on Aug 14, 2019 |
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Privateer was made in 1993. Maybe making a direct translation of a 1993 era game into the year 2019 isn't the wisest.
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Glenn Quebec posted:Privateer was made in 1993. Maybe making a direct translation of a 1993 era game into the year 2019 isn't the wisest. Depends on who you're selling it to - I played Privateer back when it came out, and I've been waiting for ages to see a game like this again. Going for the nostalgia crowd can be a smart move for a smaller indie developer.
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Klyith posted:It is not. It has vastly less variety in weapons, equipment, and ships than Rebel Galaxy 1 had. Considering how anemic the first game was with customization options that's a bit disappointing.
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How is Freelancer in 2019? Is it worth going back to?
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Despite my reservations, I pulled the trigger and bought it. I was pleasantly surprised it's only €25. Getting a hang of the controls without any kind of tutorial was a bit rough, but that might also have had something to do with that I barely ever play on gamepads. I'm enjoying myself so far. I lost about five games to a pool shark until I got the hang of it and won a Tracer. As for the Freelancer comparison, no, it isn't the Freelancer successor I wanted, but it's still pretty good. The gameplay itself is much more interesting, the things I miss from Freelancer are the elaborate faction system, the world building and lore, and the unique environments. But the core combat gameplay loop isn't even a contest. For reference, this is a pretty good and fairly recent article on Freelancer, that really gets what made it so memorable: https://www.vice.com/en_us/article/ypxvbm/freelancer-was-the-original-open-world-space-opera quote:Freelancer is small, tiny even. quote:What is Freelancer, then, besides all the things it's not?
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desire for a modern privateer is what got me roped into star citizen. luckily i got out before the refunds stopped. 30bux for a space western version of what i wanted is a steal, really
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fezball posted:Depends on who you're selling it to - I played Privateer back when it came out, and I've been waiting for ages to see a game like this again. Going for the nostalgia crowd can be a smart move for a smaller indie developer. I’m just so happy to see a Wing Commander-esque game again that’s complete and fun. Unlike the other game by the guy credited for making wing commander E: f, b
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Is this out now? Don't see it on gog.
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Spun Dog posted:Is this out now? Don't see it on gog. It's epic store exclusive for a year.
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Complications posted:It's epic store exclusive for a year. Oh thanks. I'll check back in a year
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Klyith posted:It is not. It has vastly less variety in weapons, equipment, and ships than Rebel Galaxy 1 had. ...poo poo. That's not good.
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Have the developers come out and said this was in beta? I feel like it needs a few updates to really feel good especially in regards to the controls and UI. I wonder if them signing the deal with epic forced them to rush the release whereas if this was a steam game they could have released it in early access and slowly finished the game with patches. I don't really know how easy that is if you're on the Epic store.
Just Chamber fucked around with this message at 19:34 on Aug 14, 2019 |
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Doesn't feel like a beta to me. But they did do a bunch of patches before release; they probably didn't have a massive QA team, so some things must have slipped because the devs know the game inside out.
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Just Chamber posted:How is Freelancer in 2019? Is it worth going back to? There's a bigass mod called Crossfire that adds a slew of ships and weapons as well as a huge map/story expansion. Buuuuuut I never got to that new campaign stuff because I always felt that the underlying Freelancer gameplay was always a bit repetitive and like I said, I'm a Freespace guy. A question on RGO. Is there interesting, authored side content? Because that's an issue a lot of open-world space games have, it's usually a single campaign and a bunch of generic, repeatable missions and activities. That's one thing the Escape Velocity series excelled at; there were always a bunch of smaller storylines, one-offs, and minor factions as well as the generic fetch & bounty quests.
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https://twitter.com/RebelGalaxy/status/1161658198190972928 Now if they'd just do something about pool.
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Mordja posted:
There are indeed side story questlines. Usually these are offshoot mission lines from people you met and worked with on the main campaign - for example, the opening mission guy, Richter, has a side story where you help him start his own company. Misadventures ensue.
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I'm not necessarily super worried if the content is a little thin, early access or not, isn't the game going to have some fairly decent modding support for that? Sure, there'll be no workshop for mods for a year, but there'll be a mod nexus for it or something.
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Thats funny. In my first and probably only game of dice poker I immediately rolled a straight and won an auto cannon so clearly I'm the best 100% win percentage!
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Is there a map or spreadsheet of systems and stations? I have brainworms and I need that information for... Planning
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Rebel Galaxy Outlaw - Rolled a straight in dice poker, won an autocannon
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Just Chamber posted:Have the developers come out and said this was in beta? I feel like it needs a few updates to really feel good especially in regards to the controls and UI. I wonder if them signing the deal with epic forced them to rush the release whereas if this was a steam game they could have released it in early access and slowly finished the game with patches. I don't really know how easy that is if you're on the Epic store. Nah they've been working on it for plenty of time. And Epic isn't telling people when to launch. It doesn't feel like an unfinished game, it feels like they took a different direction. I think that some of what this game has and doesn't have is explained by the reactions & critiques that Rebel Galaxy got. They concentrated on the stuff that people didn't like and fixed it. RG1's main plot was justly criticized for being short and not very interesting. The meat was in the random missions. There's way more plot and authored content this time around. Note that authored content takes way more work for devs. People complained about the difficulty in RG1, either that it was too easy or too hard. (Both could be true: the early game had difficulty spikes and the gear gotcha, but if you kept playing it turned into a cakewalk.) Less variety in weapons and items could be a way to make difficulty more tractable. It feels more uniform, though also more difficult, to me.
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I feel a bit better about the trade system after I found the Merchant's Guild. I still think it's a bit dumb that no station has any goods to sell, but I can also make so much more money just carrying other people's crap across the map for them.
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My garbage truck was getting chewed up by missiles last night. Is there a reliable way to find them or are there flares or flak available to deal with them easier than hoping to find what direction they're coming in from before they hit?
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# ? Jun 10, 2024 21:44 |
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Klyith posted:It is not. It has vastly less variety in weapons, equipment, and ships than Rebel Galaxy 1 had. Ouch.
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