Suggestions and Hopefully Helpful Critique
This was because of its open ended gameplay, its unique theme, wing commander storyline, and awesome replay value.
Thus, when I heard that a modder was working on a remake for freelancer, you bet I was stoked! And when I played it, beautiful! Perry actually has a fleet!
Dispite all of these wonderful additions, I felt a few subtractions .
Know that I highly respect all of the people who contributed to this mod, warzog, I give you my utmost thanks for bringing back a game in which never got boring.
These items are what I find in lacking, and thus suggest humbly, but modestly, that they become fixed. Being a modder in the past, I will suggest some things in my experience for balance and componsation issues to be fixed and carried out.
COMBATING AND MISSION SYSTEM
First off, the mission system has some defects.
The first and most obvious defect and difference from the original privateer in which I have noticed is the mission system. This system is fun indeed, but the types of missions offered can be taken and dull in their repititiveness. This is not due to the mod's inconsistency, but rather freelancer's. Freelancer had developed a system in which mission location placing was completely random, and was set in the system. Thus, when a spawn point is picked randomly in oxford, the nav point may place itself in an inaccesible place, say, the middle of the planet. Though this is easily avoidable by the cancelation of the mission, I thought i'd bring it to the attention of the masses.
The mission system was more enjoyable in privateer because of it's replay value and payment differences. Freelancer, on the otherhand, lacked this replay value. Privateer offered various mission types, these being:
Scout a wav point (averaging 2500 credits mission computer, 4000 merc guild),
Attack wav point (ave 4000 c MC, up to 7000 MG)
Defend base (from 3000 to 8000 c, )
Patrol nav points (5000 + 1000 per nav point, averaging 10000)
Cargo mission (4000-20000 depending on distance)
Bounty Hunter Mission (10000+ depending on how many systems the target was in)
If any of these missions were in other systems, the price went up dramamticly, making it worth your time.
Guild missions also increased the payment, but required a small fee for you to join them.
Freelancer came up with a new and inventive idea, the destroy enemy base mission Actually, missions like these were available in the wing commander games. Privateer originally had torpedos and launchers, but you never had any bases to use them on. Trying to meet this lack, one can safely assume this was the reason the destroy enemy base mission was implemented into freelancer. Sadly, it consisted of shooting ten seconds at a stable, easily killable object, and then going to wipe out the easier weapon platforms. Afterwards, to increase the challenge (or as many agree, the frustration) you had to chase around many AI in which were not very difficult, but a pesterence, just so you could land and repeat the process.
This mod needs the original types of missions.
I remember running around, system after system, looking for paticular enemies for a bounty mission. after searching the last system of the last nav point, actually finding my target, and with much joy, destroying the pirates hunk of junk he flew in, and being rewarded my 40000 credits offered by the mercenaries guild to a far off sector, involing three systems for the pursuit. What happened to this mission? This is not the modder's fault, no doubt, but the lack of employment of skill to the freelancer team.
The same repetitive missions, destroy a person at a specified nav point, and either be done, or tractor his pod, cargo, or destroy his cargo not only get boring, but also take out the whole seek and destroy aspect of gameplay by blantently giving you a place to go. Some people may argue that this would save time. Actually, what makes a game fun is the consistency of challenge. One also wonders why the great confed military would assign a mission to a freelancer if they know exactly where the pirate is.
I am not saying remove these missions, but I am suggesting that the modder(s) would implement the other types of missions entered above.
There are also a few more issues regarding the practiallity of pirate ambushes, but it's too late for me to get off on another tangent.
Thank you, that is, if you, for reading this, and please do take heed and consider what I say.
I tip my glass to the modder(s) of this memorobilia engaging mod.
_
Good, order, faith, hope, love.
Cruxvader