Let's not start another "That space-sim sucks!" argument, shall we?
Now having said that...
I'm a fan of both series, personally. My biggest impression was that the Freespace games seemed to be more frenetic. The guns fire much faster, there's a lot more going on on-screen (especially in an FS2 cap ship assault, with flak bursts and anti-fighter beams going off all around you), and you've got a lot more flashing lights and whistles on your HUD (the missile threat indicator takes up a good chunk of that). Even the mission design works around this principle. Instead of having brief interludes of autopilot as you travel from waypoint to waypoint, each mission takes place at a single location, usually with constant hordes of enemies. The only "mission" that has travelling from one place to another is the Journey to Altair mission in the first game that is actually broken up into three seperate missions (one extended mission for the pilot - three missions for the game).
Just for the record, probably my scariest moment in a space-sim is from FS2.
"Dive, dive, dive! Hit your afterburners!"
"Well, it'll be fifteen minutes until you can change your flightsuit."
WC has a somewhat slower pacing to it. Your guns fire slower, they take a lot longer to recharge, fuel needs to be conserved (usually not an issue, but I sometimes find myself watching the fuel gauge and conserving the burners), and you carry fewer missiles. It tends to make for somewhat longer dogfights as you try and maintain a good position while waiting for your guns to charge enough for another round of fire. On the other hand, WC often avoids one of the most annoying things about FS, which is the "infinite waves of enemies" philosophy that is encountered all to often in FS. While some WC missions (usually against carriers) will have wave after wave after wave of fighters appear each time you kill off the previous wave, they are somewhat uncommon, and usually based around a target that carries fighters. FS, in comparison, often seems to live or die by that philosophy as both escort missions and strike missions seem to devolve into a contest of endurance, with one wave after another appearing in space until the target is destroyed or jumped out.
Both games have their own philosophies.
Now having said that...
I'm a fan of both series, personally. My biggest impression was that the Freespace games seemed to be more frenetic. The guns fire much faster, there's a lot more going on on-screen (especially in an FS2 cap ship assault, with flak bursts and anti-fighter beams going off all around you), and you've got a lot more flashing lights and whistles on your HUD (the missile threat indicator takes up a good chunk of that). Even the mission design works around this principle. Instead of having brief interludes of autopilot as you travel from waypoint to waypoint, each mission takes place at a single location, usually with constant hordes of enemies. The only "mission" that has travelling from one place to another is the Journey to Altair mission in the first game that is actually broken up into three seperate missions (one extended mission for the pilot - three missions for the game).
Just for the record, probably my scariest moment in a space-sim is from FS2.
"Dive, dive, dive! Hit your afterburners!"
"Well, it'll be fifteen minutes until you can change your flightsuit."
WC has a somewhat slower pacing to it. Your guns fire slower, they take a lot longer to recharge, fuel needs to be conserved (usually not an issue, but I sometimes find myself watching the fuel gauge and conserving the burners), and you carry fewer missiles. It tends to make for somewhat longer dogfights as you try and maintain a good position while waiting for your guns to charge enough for another round of fire. On the other hand, WC often avoids one of the most annoying things about FS, which is the "infinite waves of enemies" philosophy that is encountered all to often in FS. While some WC missions (usually against carriers) will have wave after wave after wave of fighters appear each time you kill off the previous wave, they are somewhat uncommon, and usually based around a target that carries fighters. FS, in comparison, often seems to live or die by that philosophy as both escort missions and strike missions seem to devolve into a contest of endurance, with one wave after another appearing in space until the target is destroyed or jumped out.
Both games have their own philosophies.