' Wrote:Freelancer is illogically built for multiplayer gaming. So if you try to do these 'massive improvments' by emphasizing what was done in the original game, you are only exaggerating flaws already found therin. Microsoft knew they had an incomplete game when they released it with a multiplayer option, thats why you get the disclaimer at the main menu about how your gaming experience may be different from single player. Other mods try to solve this problem by having a starting system where you somehow choose a faction to play-then make it difficult to lose that reputation. Its crude, and unfreelancerish, but at least you have fewer arguments about faction equipment, enemy base camping and all the rest. Missions, bribes and the other reputation changing devices implimented in vanilla freelancer are all designed with single player in mind-not multiplayer.
Personally, if I wanted to do missions, I would play single player again-its more exciting. The discovery experience I had was most enjoyable when other players brought real motives, interests and drama that brought life to the otherwise mechanical playing that occurs.
Aye.... Digital Anvil and the Roberts brothers had alot of potential in this game. It kinda fell short of expectations, and it's very easy to blame the producer - who, to be honest, very easily could be the culprit. I have more trust in the Roberts brothers' work to be quality, so it is very likely that Microsoft did one or both of two things: cut the funding short of what was necessary to get the whole job done, or set a release date that cut short the spit and polish of the 'beyond Storyline' part of the game. The Story is spectacular, and messing around with Reputation is a major part of the game experience. But beyond that, there really is essentially nothing left. It's like there's half a spectacular game there, and the other half was left on the drawing table.
More Reputation-affecting elements should have been added, for one. Another factor could have been non-com contracts of some sort, mainly for Freighters or such. It may not give as much of a payoff as actually hauling the materials yourself, but there'd be a (bigger) reputation boost for doing it (or, maybe, there is. Maybe your cut of the profits would be a factor of how much the sale made, not the entire trade route, deducting for pickup- as you'd be working for the company that deals with these things, and they'd already have the goods. Thus, in the end, your cut may be a bigger payoff than if you hauled the goods on your own time and funded with your own money).
Generally, there's a lack in mission variety. More, varied missions would add flavor. As it stands, I honestly prefer to just do free-flight killing than to take Missions, and make money off the loot. I'm up to 660k worth or so in the Single Player using Discovery, and I'm still restricted to Liberty space. I've also got a Kadeshi fighter (Which I'm kinda appalled is in the game... but, honestly, it could fit. Just... Somebody should bloody remodel the sucker so it has better textures and generally looks more like it belongs in FreeLancer. Other than that, I like the design. Hell, the Icon that shows up in the Ship Merchant window looks like it fits. Just revise the textures (or give it Freelancer textures) and the geometry, and it'd be a fabulous-looking 'unique' FreeLancer fighter), armed with those Bluebell things (Chain Guns, Gatlings, whatever).
Currently: Remastering Kiith Somtaaw's Acolyte Fighter. These Homeworld ships need some Sirius work done on them. ^.-
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