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I've noticed that most game explanations do not cover enough of a game's playability/possibilities to give a new player a decent idea of what to expect. At some point, most people say "the game is so big and deep that I can't possibly explain it all." Well, Starquest also falls victim to this kind of reviewing (see the IGN review here) and actually probably dwarfs the gameplay possibilities of almost any other game due to its unique code foundation laid by its developers. I propose to solve this problem by telling you anything and everything that I have seen thus far as well as everything that can be done. Since this will be a relatively large post, I will probably come back and edit it from time to time. With all of that prelude over with, let me tell you about Starquest Online. It will start with a paragraph about the universe, lapse into a massive number of bullets of what can be done in the game, and finally it will finish with my personal stories in the game. If you'd like, feel free to suggest additions or corrections to the bullets I have below, as the list will evolve over time until it encompasses enough of the game to give new players a relatively complete knowledge of what this game brings. StarQuest Universe's Uniqueness The StarQuest Online universe is seamless. This means that your character can exist at any point within a 1000x1000x1000 light year cube, and you'll never see an instance or loading screen. This continuity continues for ships and planets, as they are not separated from the rest of the universe. This means you can in theory jump into space from your ship and fall down onto a planet and then walk around, all the while someone else can watch this occur from anywhere, be it from the planet or a nearby station window. (You probably wouldn't actually ever do such a thing for the same reason you wouldn't in real life, because getting stuck in space is really bad, but the possibility remains) Unlike StarTrek Online, this means you are *not* your ship or any other vehicle. You are inside, and everyone else in the game can interact with you in ways that are much more realistic. I'll give some examples in order to start off my list of gameplay bullets: Seamless Universe Examples
Discovering systems, planets, life
Building, Housing, and Colonies
Creating/Managing Stations/Ships
Creating/Managing your Character
Military Life
Stories of Gameplay ---A pirate player beamed onto another player's ship when his shields were down (the ship commander was slightly careless) and killed the crew. However, the last crewmember locked the bridge and raised shields, trapping the pirate onboard. The pirate continued throughout the rest of the ship and looted as much as he could. The remaining crew member sent out a distress message, which was intercepted by a military ship run by players. Two military ships eventually came, gathered together a boarding party, and beamed aboard the ship. The military players had a firefight with the pirate, stunned him, beamed him aboard their military ship only to have the pirate wake up and run away. The pirate eventually found a gun and killed a few sleeping crew members before he was stunned again and thrown into the brig. The judge of the government was about to begin trial of the pirate when the pirate convinced one of the military officers to let him go free. The renegade officer and pirate then beamed back onboard their pirate ship and started to hyper to safety. Another player military ship was alerted via distress signal, pursued, and (after a very long chase with hiding and getting close to enemy space) and eventually disabled the pirate ship. ---A ship was taking damage from an unknown source. It sent out a distress signal and eventually had another player ship arrive to assist. Eventually all of the players with repair skills beamed over to the damaged ship and repaired like crazy while the bridge crew tried to steer the damaged ship away from the unknown source of damage. That section of space is still being charted and examined via sensors to this day. ---We beamed onto a planet, looking for rocks to sample. My comrade eventually stunned a giant worm creeping its way towards us. When I beamed back to the ship, I was inadvertently standing near the worm and beamed it back with me. Not realizing the worm was merely unconscious, I went about my duties until we both stopped talking and saw the worm creeping towards us again. (It definitely reminded me of The Blob) My comrade started shrieking about the slime on his ship and eventually said "ewww, it's alive! kill it!" My gun was out of power, so I picked up a sword and whacked away at the worm. It finally died, and I dragged it back to the teleporter and beamed it right on top of another worm on the planet I found on sensors. (Live/dead worm sandwich...it amused me at least) I was then given the title "Ship's Janitor."
Conclusion I've had two false starts with Starquest online (installing and quitting within minutes), as the initial player experience was/is quite horrible, as it lacks a decent presentation of how to play the game. This leads you to the mistaken conclusion that the game probably lacks substance. Fortunately for me, I was desperately looking for an open-ended gameplay MMO and kept bumping into Starquest everywhere I looked. Now that I've played it a third time and had a little patience, (a couple of hours) I finally managed to get the hang of things, got sucked into an amazing whirlpool of events and activities (all player driven), and I've never looked back after 3 weeks of playing. |
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Certain ships and space stations can be bought with real money from the admins, for example a 50 dollard donation will get you a Klinshayan raptor (think klingon bird of prey). I beleive it is possible to start your own playable faction (other than klinshayan or therat) with cash ($1500.00) but I don't have the specifics. TBJ |
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Yes, you can pay to start a faction, however the key word there is start. The wonderful administration initially said the Klinshaya Empire would be completely done in a week. The project was started well over a year ago, and today's patch showed how dedicated they are. Rather than updating the 2 unfinished player factions they received real cash for, CastleThorn Software decided it was more important to add a moon next to Earth and model the Apollo 11 landing site for it. Save your money and you'll save yourself the headache associated with giving it to SQO. |
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Great review! Thanks for taking the time to type that up. Your in-game stories are especially amusing. :-) |
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Shuttles have been added and joystick support. TBJ |
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