Tue Jul 25, 2006 1:58 pm by rmwarnick
Just my two cents. I've spent a few hours with the Darkstar One demo and it's not as great as Freelancer-- but good enough to make me want to buy the full game.
Combat is a lot like FL, and missiles are fun to shoot (Hellfires almost never miss), but in the demo you are limited to carrying ten and they are expensive. The swarm missile is like a shotgun blast, unguided but useful in close quarters. Shields don't work the same as n FL, so it's possible to take out some of the weaker ships with one Hellfire. The variety of weapons is not as much as we are used to, but there will be more in the full game. One thing I like is having controls to roll left and right as well as strafe in a dogfight.
You go through the entire game with one ship, but it can be equipped with lots of different items. The innovative part is how the Darkstar One can expand itself to create more weapon and equipment slots. One especially useful upgrade allows you to mount turrets that fire automatically at hostile targets, e.g. ships on your tail (wish FL had that).
The side missions are different but can be repetitive after a while, like in FL. You can sign on as a freighter escort to earn money, that was something missing from the original FL. Also, there are occasional distress calls to answer and invitations to join in combat missions. The first part of the story is not as interesting as the FL demo. At the end of it, Kayron has a co-pilot named Eona. Sometimes she can be useful, such as reminding you that another ship is on your tail.
Inter-system travel is by hyperspace drive. You can leave a system from anywhere that's not too close to a solid object. Systems are entered through a single hyper gate. Inside a system, there is no cruise engine but you have an afterburner that can be upgraded to get more out of it. Also there is a time dilation effect to speed up routine movement inside a system. There is no autopilot (at least in the demo) and formation flying is manual too.
Landing on stations is actually quicker than FL once you buy a landing computer (affordable very early in the game). Taxis go from trading stations down to the planet, but in the demo at least you can't go to the surface of planets. Actually each system has only one place where you can land, and inside the station everything is handled in one room (but there is a "panorama" or viewing port to see outside).
The trade system, at least in the demo, isn't very interesting. The dynamic pricing that people said they wanted in FL has been implemented but that just means you have no idea whether a trade run will make money. And cargo is carried in unwieldy containers that get towed behind your ship. You have to drop the container to fight off pirates and then pick it up again.
If you like to see fireworks, DSO delivers. The Big Bang torp will do a job on capital ships and pirate asteroids, making a fiery shockwave that spreads across the sky. You can even get paid by the rebels for blowing up ships, but the police are much tougher than FL and I haven't been able to escape them to enjoy the money. There is a reputation system that's rudimentary compared to FL, and so far it doesn't look like crime pays.
From the demo and what I've heard about the full game, exploration is not a big part of DSO. The systems are very simple with few places to go. Planets are pretty and they rotate, but although the game tells you billions of people live on them you can't visit the surface of any planet.
Edited by - rmwarnick on 7/25/2006 9:49:28 PM
Edited by - rmwarnick on 7/25/2006 11:00:02 PM