Comments on Freelancer simulator design and universe.
In my opinion the simulator simply dosent cut it there is no manuvering requried or tactical thinking when fighting it is to simple and to "arcade".
1.)It dosent matter what angel you approach capital ships their turrets have trouble hitting you and when that do the dammage is negliable. The same goes for weapon platforms, and even stations.
Most objects in the game can be destroyed by a singel fighter armed with 4 cannons of varying quality.
2.)Useing mines and countermessures is not realy nessecary, since you dont have a radar and have little to no awareness of what is happening around you and hence when to apply them at the right time.
3.)The afterburner, shields and guns have seperate power sources this means that they dont affect eachother so you cant transfer power between guns and shields. Thus eliminating a tactical element of the simulator. The way you recharge your shields is by "healthpotions" that you while fighting can tractor in from slain enemies. Same concept applys to Hull dammage
4.) All ships have the same max. speed and when you upgrade your afterburner it dosent change how fast you can fly but only for how long periods of time you can "burn". So you cant addopt a slow heavyfighter style or a fast light fighter style.
5.) The only ugrades available to your ship is a better thruster (afterburner) and shields and even thou there are different types of shields the difference is neglighable as long as you sellect shields with as high a class as possible.
6.) As mentioned before there is no radar.
7.) The different types of cannons you can sellect dosent relay give the feel of haveing alot of options like in privateer where the type of guns you sellected had great impact on what tactic you should use in dogfight (harrying tactis with long range low dammage lasers, close comat with masers, pressition fireing with plasma etc.)
8.) You dont get the feel that you evolve as a player because combat is the same at high levels as in low levels the name of your ship and the weapons you use is the only thing changing and that is not enough.
9.) When you hit an object or an astroide you take lttle to no dammage even at cruise speed.
The Universe:
1) The news bullitens dosent have an effect on the universe and is only there to support the main storryline even thou it is filled with all kinds of storyes that will take up much of your playing time reading through and the relevance is limmitet.
2)Prices on commodities dosent change so if you find a good traderoute just keep ping ponging back and forth and make yourself a hansome buck!
3) There are just to many factions in the game several kinds of companies, pirates, terrorists, navys, etc. etc. You dont realy get to identify with anyone of them.
4) The different systems are just to much allike the base designs dosent change much.
5) The Universe dosent invite you to explore it it just seems to dull.
6) The game just screams X-BOX!
7) The Missions is SO SIMPLE it is as someone mentioned earlyer go to X kill X and thats it.
All Storyline mission communication goes through the same person there is no investigating or exploring you are told what to do each step of the way and with objectives at that.
9) Where are the side quests besides the "missions"
Well I have been pretty negative so far but ofcause there are some positive aspects of the game the engine runs smoothly and the universe is beautifull I especialy like flying through nebulas astoroidfielsd and cosmic clouds it realy looks good. And the sound realy helps set the mood. But this does not make up for the games many shorcommings Privateer from 1993 were gameplay wise more complex in my opinion even thou there only were 4 different ships to fly you could still pump up your starting ship with powergenerators, repair robots, afterburner, shields, guns, torpedo and missileracs, radars, etc. to make it a worthy fighter.
On a scale of 1-10 I give freelancer a 5