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Starpoint gemini 2 cruisers
Starpoint gemini 2 cruisers





starpoint gemini 2 cruisers

starpoint gemini 2 cruisers

For a week, I was a space junker with dreams of empire. While you might be able to sense my frustration from this little story, consider the following - Starpoint Gemini Warlords allowed for that story to happen. Rebuilding and creating a fleet capable of defending the outpost, maybe even upgrading the outpost into something more defensible, would take days. Starpoint Gemini Warlords - I'm still not sure how I got out of that raid alive About 100 materials gained in the raid, which was roughly my weekly yield, and 2000 lost, owing to blondie's little accident - not to mention the rest of my small fleet, as I was the only one to make it out alive. I learned this the hard way, after I was forced to pay twenty weeks worth of material salvage to resurrect blonde sidekick-lady, who managed to get exploded during the raid. Raiding the facilities there proved to be too risky and costly. That somewhere was the neighbouring sector that had another scrap field in it. Well, I would have to get my materials from somewhere else. All of the upgrades that would increase material gathering rate were so expensive that it became absurd to even pursue them, and once I eventually did, I was forced to realise that their impact was minimal. A couple of station upgrades later, I was out of materials, again. Starpoint Gemini Warlords - Junkers gonna junkĪfter a few hours of freelancing, I ventured back home, Concordia station. The salvage missions were the only ones that seemed to be moving things along, as they were helping with the aforementioned materials problem, but they only managed to increase the resource gathering rate from a passive to an active crawl. It's standard stuff, patrol and destroy all hostiles, one-click-scan anomalies, assault/defend a space station or convoy, deliver cargo, and my personal favourite - salvage derelict ships. The missions and signals turned out to be quite simplistic. Instead, I opted for checking out some mysterious signals scattered across the fairly large map, and giving the freelance missions a try, in the hope that there would be enough resources stockpiled when I return to allow for some fleet battles. The game forces you to carefully spend these materials because the rate at which they can be acquired are slow beyond any point that could be considered reasonable, so slow in fact that I was tempted to leave the game running and go do something else while enough resources for a modest fleet or a few station upgrades would pile up. While they aren't really essential to upgrading or equipping your ship, they are absolutely vital for expanding your home station and building and growing your fleet. Having three separate resource pools becomes completely pointless when the only thing I was scrambling to accumulate, at all times, was materials. Starpoint Gemini Warlords - The only way I got to captain a cruiser was to start a New Game +++ Unfortunately, it does this by removing Freelancer's cliched but somehow endearing narrative, and foregoing the complexity of the X series, which are the essential components that made those games work in the first place.ĭuring the close to 30 hours I've spent with the game, it became clear that there is vast untapped potential hiding somewhere between all the grind infested flights from waypoint to waypoint.

#STARPOINT GEMINI 2 CRUISERS SERIES#

Starpoint Gemini Warlords wants to blend the arcade feel of Freelancer while adding a station and fleet management system that would be right at home with the X series of games. In addition, Gemini doesn't seem like it's aimed at anyone who isn't already a fan of space sims of some sort. It would be difficult to describe what Gemini is trying to do exactly without referencing the genre it resides in, and for once, I have no quarrel with assuming prior knowledge on the reader's part, because the game does the exact same thing with the player.







Starpoint gemini 2 cruisers