Freelancer - From CTT to Launch (balances, and changes)

we have made new versions of these tools that are known as ‘Collectors Editions’ that can be purchased and stored persistently on gear walls.

So they’ve made some of the items in the Freelancer Tools pointless - since why would you ever take the lockpick you could lose when you could take one that has no risk of being lost?

3 Likes

Maybe accident kills on non targets shouldn’t affect the payout due to the NPC dying?

1 Like

IOI are great at taking on board fan feedback. They always pull it out the bag :grin:

Once again, thanks IOI :clap:t2:

4 Likes

Im thinking this means ALL suspects can’t be hidden away until they are dead, meaning you need to be absolutely sure they’re the target, or else you’re risking some Merces (or you’re desperate to hide a body quickly)

1 Like

Pretty sure the permanent items are going to be more expensive than the regular ones, so once you’ve earned enough to afford them, it won’t matter if you don’t get the regular one anymore; you’ve already been playing Freelancer long enough by then to help the lines on their charts go up.

3 Likes

They don’t need to change how they work, just prevent a very specific kind from generating during a ver specific situation, and as I’ve mentioned, now that most other issues people were anticipating have been addressed, and as people play longer and run into the scenario in question more often and still feel frustrated over not being able to complete objectives fully, I’m sure it’ll be coming to IOI’s attention.

0:12

3 Likes

Making them take more capacity than the regular ones would be the easiest solution. Enjoy having a permanent Sieker for only 20 capacity!

4 Likes

Actually, just a quick thought. They might let you only hide dead suspects bodies, since then you’ve either been penalised or you got the target. No softlock, and no telling who is the real target. The prompt would just say “Pacified Suspect”, or something.

EDIT: Ah, I see @TheChicken said something similar above, that’s what I get for not reading!

1 Like

Wonder how civilian casualties count. Is the game going to make a distinction between hostile and innocent people, like how maps in the older games did? We do get objectives to kill non-targets via collateral or with specific weapons, I wonder how this will all work.

1 Like

Agreed. Nothing should be “protected”. You die or don’t exit with it, you should lose it.

2 Likes

You will probably still lose it if you bring a collectors edition tool to a mission and die, they are only protected if you leave them at the safe house while failing a campain

5 Likes

Yeah, this was my assumption too. Persistent meaning persists through campaign failure, as opposed to being lost like the normal tools.

4 Likes

I assume the collectors’ tools will have some sort of other penalty in place, whether they’re ridiculously expensive, extremely hard to come across, or use up a lot of inventory room for the items you bring along, that way it it still incentivises bringing along things that you could lose in order to save space.

Would having negative Merces make losing a mission technically give you money, since a result of negative number divided by 2 is technically larger than the negative number?

Also wonder if IO used the Merces getting 2 extra zeroes when balancing some of the prices because now it’s possible, as an example, to have something cost 150 M while in CTT it’d cost 1,5 M which is a non-integer.

2 Likes

It still has risk of being lost. The “permanent” tools will likely be

Very expensive, and also

Function similarly to the other weapons in the wall-cases: If you bring one on a mission and die or leave it behind, it will be lost and you will have to find it again.
But if you leave it at the House and fail a campaign, it will still be protected while the Tools briefcases will be fully lost.

EDIT: Now I’m confused… The line “UI-tags on the Freelancer Tool items so that a player can always see if an item will be lost on a mission or is bound to a campaign” makes me think it’ll still be there, even if you die with it in-hand! Otherwise, why would you need a marker for something that’ll be “lost on mission” or “bound to campaign”. Everything you bring on mission should be lost… ahh weird explanation from IOI

Wasn’t that the number for the challenge before it? The GOAT and other mega-challenge were, if I recall correctly, 10x larger than the 2nd-biggest challenge.
Unless they changed the amount for all the challenges before it, I’m expecting it to be maybe 2x as large, maximum.

2 Likes

Maybe my reading comprehension is horrendous, but I took it to mean that these persistent unlocks are only good for the current campaign, i.e. you buy it for a high price, but once you complete the campaign, you lose it and have to buy it again. They should’ve been more clear on this.

The post only specifies them persisting after a campaign fail, so I assume they can still be lost when left during mission.
With this in mind I’ll probably still stick to regular tools and keep collector’s editions as backup after losing a campaign (since the blog calls them rare, thus they’ll be likely harder to restock), but time and actually playing the mode will tell if there are other things that’ll make me approach this differently.

It was 10,000 and 1,000 in the CTT. I am predict a reduction by a factor of 10 for those ones. I recall there being challenges for kill methods, but cannot recall those values.

1 Like

I think what they mean with “bound to a campaign” is that tools are lost when you fail a campaign. The new collector items shouldn’t be “bound to a campaign” and shouldn’t be lost when we fail, unlike the standard versions of these items.