Tue Feb 25, 2003 12:32 am by Lazarous
I think the main thing that Lach and those like him(myself included) dislike about freelancer is the complete lack of interactivity you have with the universe, as well as the totally static nature of the universe in general. Trade routes are set in stone, and there will ALWAYS be a freighter going from one place to another if you wait long enough. Patrol routes are simiilarly set in stone, and there will always be a fighter squadron following a patrol route you know about. You can have absolutely NO effect on either of these things, or on a great many others. Further, NOTHING can have an affect on them - the universe, at the time of you starting a game (multiplayer or single player) is exactly the same as if you looked at it 100 hours of play later. Police forces cannot find and kill pirate bases, stop pirate patrols or similar things. Pirates can't have any real effect on the trade lanes or police force strength. Houses can't have any sort of interaction between each other. Merchants will sell exactly the same goods at exactly the same prices.
And thats the rub - this was supposed to be a dynamic universe. Its not, and even though you may have a dynamic interaction (the reputation system) with the universe, the universe is unchanging. Nothing you do matters at all, and that seems to be missing the point of a freeform game. Sure you can go out and do anything, but whats the point if the only effect this has is for you to possibly be a little richer?
Thats not to say the whole game is horrible. I actually like the combat interface for the most part, now that i've remapped some controls. The sideslipping and engine cutoff functions give fights a very distinct feeling as opposed to things like tie fighter or wing commander. Also, at least the illusion of a dynamic universe would probably not be impossible to patch in (or expand in) through things like planetary emergencies, predetermined commodity price changes over time, and multiple patrol routes that a fighter squadron can choose between based on enemy activity on a given route. Hell, even giving a half dozen more types of missions which you can accept at bars (like trader escort or smuggling runs) would add a lot.
The real point of criticisms like this isn't catharsis, its the hope that some of what people find wrong in the game can be corrected.
Laz