My personal take is that the idea that Chris now envisions was conceptually doomed.
- Planets with a surface area of 12,560,000 kilometers squared.
- Each square kilometer is packed with harvestable nodes such as ore or plants. Additional stuff like animals to come later.
- Additionally, each planet has at least one city populated by hundreds of NPCs, and other complex scripted objects that servers have to keep track of like the dynamic elevators that move around in 3D.
- Planets have dozens of small trading outposts, also populated by NPCs.
- Planets also have dozens of bandit outposts, populated by NPCs, and crates filled with autogenerated loot, and quest items.
- There are half a dozen planets per star system.
- There are supposed to be at least 40+ star systems.
That is just the planets, not counting the several dozen of moons and space stations per star system that have same density in nodes and NPCs and elevators and loot that the servers have to keep track of. And bear in mind, that the servers have to keep track of all of this stuff in a star system that is millions of kilometers across. You start running into precision issues with the game engine with stuff jittering around because the coordinate numbers are too big.
And this doesn't even get into this being an MMO where the are supposed to be tens of thousands of players spawning ships with lots of scripted interactable like turrets or engineering stations, and then loading hundreds or thousands of crates of cargo onto those ships, with each crate having physics and being able to store more crap inside it, and so on. The sheer amount of stuff the servers have to keep track of and calculate is mindboggling insane.
The humble Freelancer clone we were initially promised wasn't going to be stupidly complex to program like this. You weren't going to have physicalized cargo. You weren't going to have walking on planets with high object density or countless NPCs.
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The devs churn out new small to medium sized large ships in droves. The problem is that core gameplay loops like science, exploration, salvage, colonization, etc, haven't been designed and implemented yet, so when those ships are made they are released in an incomplete and sometimes nonfunctional state. When those gameplay loops are finally implemented, the devs are going to have to go back and rework all of those ships so they are now capable of salvage or colonization or whatever. Then there is the problem that the devs are unwilling to get around to implementing capital ships, even though players backed them almost a decade ago, because those ships were pitched under the presumption that you would be able to crew them with hundreds of other people in your guild and fight huge fleet battles involving thousands of players. Such huge ships with so many complex scripted objects like turrets, elevators, physicalized cargo and components, etc, would not be able to function in the current game. Players were crashing servers by simply spawning too many small ships at once.making these ships can't be a fast process.
There is simply too much crap for the servers to compute. It has led to gameplay loops like racing and content like entire planets being removed from the game. This has always been the struggle of the project and is the reason why the game has remained practically the same since 2019.