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88 Flak : Mythic Drive
So, you ask "what is it?" Well,
that's a good question. This mod does a lot of things. The first
thing I should say is that this mod CHANGES Freelancer gameplay.
It's also centered around people who like to play on a LAN or
small server with friends, and want a real challenge with
Freelancer. I feel what separates it from most mods is that does
not add any new "cool" ships or systems, which in
my opinion detract from the experience (with the exception of the
Serafina Freighter which was added). Another problem I had with
Freelancer mods was that there was nothing to do after getting an
awesome ship, besides killing other players and having clan-wars. While
these antics are quite entertaining, most of the time I liked
played offline with my friends on a LAN. Finally, I liked being
able to fly everything I saw being flown, a feature I'm quite
proud of in 88 Flak - just about everything you see now,
including stations, can be flown (around 30 stations and 8
weapons platforms have been added since Flak 1.25).
Another thing Flak is centered around is
the humble Capital Ship. I loved Capital Ships and felt that no
mod used them to their potential, as far as NPCs went at least -
I wanted to see BIG fights. I wanted to recreate what's done in the
box cover art - that is, one big load of ships flying about, with
another big load of capital ships blowing the crap out of stuff.
Basically, I wanted to have massive 40+ ship conquests with stuff
blowing up everywhere, etc.. Anyone who's played the final level
on Crimson Skies will know the feeling. And I wanted that
feeling in every fight.
But of course, the mainstream of
Freelancer - online support - would not be able to handle that
well. So, I offer something I'm a little proud of - flexibility.
Almost everything that would clog up a server's bandwidth has the
option of being toggled. NPC counts can even be lowered and
raised, depending on what kind of server you want to run. You can
apply a patch that increases the level-of-detail on every obejct
in the game (you can see a station in full detail across a system)
- but it's a performance hit, hence why it's an
optional patch. 88 Flak is, to my knowledge, the most
customizable mod out there, and I aim to keep it so.
But, it didn't stop there. I went on to
create a full ship balance system, where everything had its ups
and downs - I liked ship buying centered more around a person's
style than around what's better in stats. I liked having Capital
Ships shoot down fighters like balloons, because of their mammoth
size - not getting shot down by a single fighter like in some
mods we know. And, of course, I made reality my personal standing
on the whole subject - if an NPC flys it, somewhere down the road
YOU can too. No more staring longingly at a Train, a Cruiser, or
even a Battleship, because they can all be yours.
I also created a system where ships
handle differently depending on their engine type - for
example, the Rheinland line of engines grants you some extra
power while you're moving, however sucks away some of your overall
top speed (literally, speed from strafing and thrusters is
affected too). Or Kusari engines - they can zip around all
day with ease, but their power supply is 110% crap. This again
makes ship purchases not oriented around what's 'better', but
more around the playing style of a person - if you like to dodge
shots, dishing out the damage in small amounts, a Bloodhound or
Drake is a much better bet than a Patriot or Banshee, much less a
Heavy Fighter like a Defender.
Finally, I created something that was
somewhat of a "holy grail" in Freelancer modding - NPC
wingmen. Ever wanted to lead a ragtag squad of Rogues to pillage
some poor Transports - or, even better, that annoying little twit
on the other end of the system who won't quit trash-talking?
Now you can, with great vengeance, because I think you'll find
Flak's friendly and enemy AI to be impressive, to say the least.
And, most importantly, I liked keeping
all of this crazy stuff I mentioned within Freelancer's default
systems. That's right. No systems that hog all the neat
new features. You can and will see things even as extreme as a
Nomad assault force full of fighters and Capital Ships coming to
teach Manhattan a lession.
The aim of the mod will always
remain the same - to provide more ways to obliterate your
foes than ever before, in one of the most intense combat
environments possible.
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Posted on Sat Sep 06, 2008 8:07 pm by Lancer_Solurus
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