Sat Sep 06, 2003 6:14 am by Dire Wolf
I appreciate the feedback and response to my comments, which are aimed at the issues I see that have kept Freelancer from longer gameplay life (which is important, people like it, but they quit playing it, which means that they sell their used copies instead of keeping them around).
The game has a lot going for it, especially its easy access for modding, glorious graphics and lots of well done sub-systems.
But most of the posts I read about "gee, I wish this was different about Freelancer" went to things like "I want to own a base" or "I want to fly a battleship" sorts of things. A couple "gee, can't we have a FPS [first person shooter module mixed in here too" threads too.
Most of those things would push Freelancer into areas that don't fit the kind of game that it is. There are a couple-three space station sims, and from the old Star Trek on you have battleship sims of one sort or another, but Freelancer is more of a Privateer sort of game, intentionally so.
It is a step backwards in some ways. The thrusters don't really have enough difference between them (heck, I'm now hunting Nomads with my Order Thruster -- never have had any reason to buy anything more expensive). The ships all have the same top speed, close to the same acceleration ... The guns don't have the real difference in feeling that they had in Privateer -- not to mention, the "my gun takes damage, it no longer fires like it did when perfect" isn't implemented.
But those nits are easily picked and are something I suspect were part of Microsoft prepping the game for wider release.
But the game's biggest problem is that it sucks down time like nobody's business just doing routine things. Lets say you decide to rescue your Blood Dragon affiliation before it gets too negative (since there is no Blood Dragon fixer -- a unique measuring point). Well, you can just sit outside of the Liberty Rogue base and blast them all day long, with perhaps a trip through Gain territory to calm down the Brits from the side effects of getting the Corsairs happy with you.
Just time the short jaunt from Nomad hunts back to the Blood Dragon base so you can do some missions to make them happier. Compare that to killing Baal in LOD Diablo II or a Bloody Hills run. How many could you do in the same time? Now Freelancer is prettier, but ...
I admit, I haven't done much recently in games (though my published game credits go back to 1974 or so). But there is so much promise in the Privateer game engine.
And a lot of room to look at what would make a difference to "beer and pretzels" players (to use an old phrase).
Bottom line, I understand the point that the Rogers brothers were trying to make with their transit system. Similar to what they did with the Darkening where they didn't want people to be able to jump if there were any hostiles near the jump point.
But crying out loud, I'm not playing the game so that I can appreciate the length of the experience.
/////////////////
A Sequel would be easy, especially since they gave up on the "Nomads destroyed the Earth" thread.
1. Use the 17 missions that they dropped out of the set to find the 13 that made the cut.
2. Use the built in code to streamline the play experience for players once they've reached higher levels. A real autopilot, chained jump points, a real radar in the hud, etc.
3. Find an excuse to level the characters out. The easiest is that when the character hits level 34-38 (somewhere in there), he gets a contact from J. offering him a mission -- a trip down the warp lane back towards Earth. Then it is a series of adventures in a new set of systems, some human, some not, with level 10 equipment the new level 1.
Some things could make it easier. Ship frames rather than ships (i.e. light figher, transport, heavy fighter, heavy transport frames, just upgrade the parts), the rest of the neural net add-ons that the finished game decomissoned, etc.
Not that there isn't a lot you could do with reprising the Liberty campaign -- especially if you assume a flood of Nomad technology that results in improved ships and such all around. A nice cut scene intro would handle it, then Juni drops by with just another mission. That would make a nice standard expansion pack that extends playability and provides more missions.
That would be easy, even if Microsoft drops the project, if they just release the raw material on the missing missions, it would be easy to put together a campaign.
Would be nice to see total sales numbers, current projects for lead team members, etc.
Anyway, i thought I skipped "Freelancer needs Joystick support" or a similar thread and focused on something it really needs -- a "real" classic style autopilot and similar controls and time compression.