Yeah, I have a feeling IOI won’t lock DLC weapons from Freelancer, and if they do, it’ll only be for that mode. It’d be a very strange design decision.
I was not talking about the suits, I was talking about the items.
As I said in my previous comment before that:
I’ve literally just edited it. I realised the moment I posted.
No problem, just saw the edit.
I want you to have this engraved on a metal plate on your wall ![]()
My absolute favourite surprise (and I’m fully aware how improbable this is) would be Diana living in that safehouse too.
I’d probably just die on the spot, but I’m willing to take one for the team here. ![]()
Yeah that’s a good point to be fair, didn’t even consider the removal of the main targets from the launch version of Freelancer.
Would be cool if this happened, but it could prove to be difficult though as other NPC’s interact with them, unless IOI found a way to make it work? ![]()
So many issues with this.
I’ll have this engraved into my forehead with a soldering iron if that’s what it takes for people to get it.
And I need to hear none of them ![]()
But it would also be nice marketing - you would only get them rarely and they would be single use, so it would work as a teaser to buy the DLCs and get them with free unlimited usage
Okay, I feel like my comment has been misinterpreted (my fault, I was in a rush to rewrite it after misunderstanding @AnthonyFuller ); what I meant was what you’re saying here; that 7DS/ DLC weapons could show up. The “strange design decision” I’m referring to is barring weapons off from other players who don’t have the DLC but those who do have it can use it if they get found in Freelancer. It’d be easier and simpler to enable it globally in Freelancer if they ever do such a thing.
Honestly, I don’t think it’d work as advertisement all that well. People know how good the goldbrick is by reputation already (it’s commonly cited as a reason to get Sloth), but 7DS’s reputation never changed despite this information, so a lot of players just didn’t buy it.
Of course, it being merged into the deluxe edition solves the problem somewhat, but still.
Ok, I know I spent the last weak complaining about the conflicting kill objectives that Freelancer is going to throw our way under the current setup, but after watching another CTT playthrough, something occurred to me that can help mitigate this issue a little bit. It doesn’t solve the problem entirely, but it can help keep it from becoming too much of a problem until, hopefully, IOI has the sense to fix the issue completely.
When a contract is selected and you’ve been given access to the maps contained in that contract, highlighting one shows you the setup of that map: how many targets, couriers, safes, and what the objectives are going to be. Since the game does not know which map you’re going to choose last for the showdown, not all of these setups will stick. If, for example, you select Mumbai when you first select the contract, it may show that there are two targets. And as has been explained to me elsewhere, once you pick the contract and the setups are generated, they won’t change unless you abort the campaign. So if Mumbai says it has two targets when you first select the contract, but don’t play that map first, it should still show two targets when you finish your first map and start choosing the next one again.
Here’s where the means of getting around the conflicting kill objectives can come into play. If you choose Mumbai last in this example, it won’t have the two targets anymore; it’ll now have only the Leader as the target and the number of suspects is shown. Now, if the objectives originally listed don’t change just because the target count now has, then we will have some measure of control over conflicting kill objectives appearing where we don’t want it to. If Mumbai initially shows two targets and shows two different kill objectives, then the best thing to do would be to not select Mumbai last. You would want to play Mumbai before the showdown so that you have two targets to complete both kill objectives on, assuming you have the means to do so.
This method is dependent on several things being part of the mode on its release: 1) that like in the CTT the objectives for the maps are randomly generated once you pick a contract and do not change unless you abort; 2) that the objectives also do not change when that last map becomes a showdown map; and 3) it will only work if conflicting kill objectives appear on a map with more than one target. The chances of having multi-target maps increases the further you go in the campaign, making this method easier to implement so long as conflicting kill objectives aren’t popping up as often in the earlier contracts that have more single-target maps.
A lot of maybes and ifs in there, but if true, this can help mitigate the conflicting objectives issue for kill conditions so that they become a problem less often; when available to do so, we simply avoid selecting the maps they appear on as showdown maps whenever they appear on multi-target maps. It’s still down to luck when those objectives are generated, but this does give us a little bit more control over them, if items 1 and 2 are still present in the final release.
That’s exactly what I wanted to ask and you perfectly answered it for me. Thanks!
The way I see it is, the client will only pay if THEIR objectives are met. Diana isn’t paying 47 any type of salary here, It’s all contract made money, so if the client doesn’t get what they want (having their objectives met), they don’t pay at all. And that makes total sense to me why there isn’t and shouldn’t be a base pay.
It’s like hiring a contractor to renovate your house. You tell them to install something specific but they don’t listen and install something you never wanted, would you pay them for not listening to your request even though they still installed something?
That’s the logic I get from ioi from not having a base pay.
Wouldn’t it make sense that the client pays an amount for the target being killed at all, and bonus amounts being paid when done a particular way, like contracts past?
And the clients are paying Diana, and she’s wiring the funds to 47.
Your meme isn’t funny. ![]()
The analogy is false. In this case, installing the thing is doing the hit, but the complication would be installing it while wearing a specific hat or installing it without using a plumber’s wrench or something like that. The thing still gets installed regardless.
I’m not arguing the point of whether the base pay should or shouldn’t be a thing, just the specific analogy you chose.
Wrong. The hit is the act of doing the job regardless. So on that, let’s say it’s a stainless steel sink you want but the contractor installs a brass sink. You gonna pay him? I doubt it, regardless if a sink was still installed. It wasn’t what you requested.
Nah, I gotta agree with @schatenjager on this. Even in that example, of the wrong kind of sink being installed, the Hitman equivalent would be if the client said to kill the lady in the red shoes and you kill the lady in the black shoes. The objectives in Freelancer not being completed, and therefore not resulting in pay, is like if 47 killed the right target with a kitchen knife when the client asked for a butterfly knife. The target is still dead, the effort was still made, the specification of the tool just wasn’t able to be done, like if they install the correct sink with a monkey wrench instead of a crescent wrench. Maybe don’t get paid as much, but are you really gonna stiff the bill on the person who just killed someone and at your request?