cogadh: This is not intended as a flame or anything, but it appears to be quite obvious that the OP is not familiar with space flight combat/sim games at all. The controls in Freespace are virtually identical to every other space flight combat/sim game of the era (and beyond, for that matter). Wing Commander, X-Wing/Tie Fighter, X-Com: Interceptor, Starlancer, etc. all had similar control schemes that are completely built around the use of a keyboard or keyboard/flight stick combo. That control scheme is intentionally designed to be complicated because these games are just as much simulators as they are games. That being said, there are space combat games that you might find preferable to Freespace, such as Darkstar One and Freelancer. Those games are much more "arcade shooter" than "flight simulator" and have controls that are much more simplified.
EDIT - Holy crap, when did I get a rep of 2? Last time I checked I was still in the negative zone...
Npl: See, its the "intentional complication" that I quite dont agree with, especially in Space-Combat games. If you call anything in FS2 worth of a "Simulation".. then I gotta say its as unrealistic as it gets - having to constantly thrust to keep your velocity in Space? But thats ok, a game should primary focus on beeing enjoyable.
What quite killed FS2 for me is that it seems to be a great game, just manically overloaded with redundant options (and thus controls) that mightve seemed like a good idea but are useless once you think about them.. (Tell me one sane reason why you`d want to switch Missile->Missile->Torpedo if you loaded 3 slots instead of simply Missile->Torpedo)
Some ppl on this board (cogadh: Not you, even if I quoted your post) act like I planned to throw out 10$ so I can bitch on the forum.
Negative Rep here I come =)
See, I think that's where the problem lies. People do find this game enjoyable... mostly the kind of people who also enjoy complicated sim games. I think that, perhaps, you are not that kind of person, hence why you didn't enjoy the game. I do agree that the physics of the game could have been more realistic (they were actually pretty good at the time), but I hope you weren't trying to thrust your way through the game by holding down the "A" key. There are keys that set 0, 1/3, 2/3 and full throttle as well as keys that increase or decrease the constant throttle by 5%.
Those seemingly redundant controls do become somewhat less redundant when you add a flight stick to the control scheme. Since my flight stick has throttle controls and more buttons than I can count, I end up only using the energy manipulation and messaging keys on the keyboard, while the stick handles all of the flight and combat operations. I actually find the game's controls to be somewhat simplistic at that point, in comparison to some of the other space flight combat/sim games I have played. I remember having games that came with keyboard overlays that you needed an engineering degree to make sense of.
As for the weapon linking, honestly, I never noticed it as an issue, probably because I haven't found a point where I actually needed a torpedo (yet). From what you describe, I do agree, it would have made more sense to allow individual weapon selection to go along with the ability to link particular weapons together.