Star Citizen : Free Fly! A Weekend Warrior’s Thoughts

Star Citizen : Free Fly! A Weekend Warrior's Thoughts

Hello all, so I recently joined up for the free fly. I’ve been itching to try Star Citizen since the Free Fly I missed back in July, when I’d only just started really researching the game. Since then I’ve been itching for another try.

Well, now having tried it, I’m going to try and keep the review as brief as I can. There’s a -ton- I want to talk about, but frankly it’s such an early Alpha that I only want to cover ideas and concepts rather than anything to do with performance or bugs.

-Generic missions. I got to try some of the standard leveling up/standard missions, namely repairing uplinks, defending Kareah, and probe quests. They’re acceptable for what they are, but as they are, they lack that feeling of “living, breathing universe” that SC is going for. One of Tessa’s missions for instance involves saving pilots under attack and finding distress beacons, but once you’ve finished them, that’s it, you get the reward and it’s over. If I had to make a major change to these generics, it would be to add a post-quest effect; one of the pilots you save during one of the missions says “thanks, I hope I can pay you back someday” – well, what if she did? If I ever get into another fighting mission further down the line, could I have a generic fighter show up and say “you helped me/my friend out earlier over in [x solar system], let me give you a hand.”

Star Citizen : Free Fly! A Weekend Warrior's Thoughts

-Group questing. One of the things I was noticing when doing uplink and probe missions is that, when more players showed up, more pirates showed up. However, only one person ever got the money from repairing an uplink, even though we all contributed. It’s kind of fun being able to 2-man these, but the second person needs a little credit! We all just fought off our share of pirates, we should all get a cut.

-Uplinks. They’re a nice little generic mission for newcomers to get some quick money off of, but they don’t feel like they fit in the “living, breathing universe” idea. For one, they break down all the time and for no reason; this is obviously because you need to give players something to do, but it is a little silly. I know it’s a minor thing, but I’d prefer if the quest said “pirates have implanted a jammer on our uplink; eliminate it”, and if the quest is left alone long enough, the quest evolves into “pirates have taken over our uplink and shut down our defenses in that area; eliminate the pirates and reactivate our uplink.” Same task, but higher difficulty and better rewards if an uplink is left alone for too long. It also makes more sense than ‘maintenance’. As well, active Uplinks should spawn security, making them difficult to travel to for real pirates; pirate players may want to shut them down so less security shows up?

Minor cases of taste, but in a game as ambitious as Star Citizen, I want to feel like the things I do to at least act like they have an impact.

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