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Vertical trade lane

The general place to discuss MOD''ing Freelancer!

Post Wed Jun 07, 2006 10:34 pm

Vertical trade lane

Hi.

Is it possible to make a vertical trade lane? I was thinking of having a "secret" base that's like 1000 K (yes, one followed by THREE zeroes *K*) above the "plane" of the system, and the quickest way (although it would still be a lengthy trip) to get there would be a straight-vertical trade lane. Even if this is not possible, is there any other way?

Post Wed Jun 07, 2006 11:15 pm

Rotate it 90 degrees, job done

Post Thu Jun 08, 2006 4:26 am

its a one-way trip though - tradelanes won't go down vertically; the speed at which you move is under that condition determined by the angle;so a 90 degree vertical tradelane would have no way back - an 80 degree tradelane would move you at somewhere below cruising speed. true but annoying

use jumpholes. they're not limited to connecting systems, you know

Post Thu Jun 08, 2006 7:54 am

I tried that, just for the fun of wathcing it. What happens, when you are "up" and dock at the tradelane for the way down, is that you are boosted, at full tradelane speed, right into the other direction - more up that is, until you interrupt it (or the game crashes, what will probably happen eventually).

Post Thu Jun 08, 2006 12:05 pm

Well, I want the trip to be slow so the base is hard to get at, because I was thinking of having it as a place where you could get nukes, etc. and therefore it would not be easy to get to (because they are so powerful). Making the trip lengthy makes it tougher. Jumpholes are too quick.

Post Thu Jun 08, 2006 12:16 pm

what about nav buoys? that'll certainly make it harder to get there

Post Fri Jun 09, 2006 11:59 am

and possibly have the area infested with nomads, if it is possible where to specify at what level of the map apear, like vertically up

Cheese on toast:
Like the name
Beware the player

www.chaosstudios.tk

Post Mon Jun 12, 2006 1:18 am

have your jumpgate move you up 30k and then have a tradelane that is 10k long (or however long you wanted) that was on the same plane to the base, you would still technicly be in teh same system, and you woudl have a long enough distance tradeland to make it annoying

Post Mon Jun 12, 2006 2:54 am

As far as I know it was Evolutions introducing a true 3D-Mod. Some of the bases were hidden in thick nebulae and still are hard to find (don't know btw if I ever found all of them).
It is possible to 'jam' the scanner. So if your mod does not increase the scanner range to insame amount your base will be best hidden when put somewhere higher or lower than 50 km of the ecliptic.
For those trying to follow patrols: just make many huge patrol paths here and there, but not where your base is, hehe.

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