![]() You know all those surplus Talon fighters flying around by Space Pirates and the Retros in Privateer? This guy is responsible for that. He even made flattering deals with the Kilrathi in order to undermine Confed and humanity from within. 0% Approval Rating: Long before the events taking place in the game, Gemini Sector Governor Menesch actively took part in clandestine operations such as selling surplus Confederation ships to criminal and terrorist organizations.Unwinnable by Design: In both games, failing a mission in the main questline will result in the player being unable to progress the central plot any further.Space Trucker: Merchants in all three games.The former even has a mission series operating from a pirate base, as a drug smuggler. Space Pirates: Pirates of the first type serve as mooks in Privateer and Privateer 2: The Darkening.Random Encounters: These exist in all three games.Despite bearing the name Privateer, the game really has no privateer-like activities or the means to engage in them the closest you can get is plain piracy, not the government-sanctioned type actual privateers conducted. Mostly because they're all under the control of the Kindred either directly or indirectly. The entirety of the Tri-Systems in The Darkening seems to operate on this in the sequel.However, gameplay-wise their operation isn't really all that different from "legitimate" stations, with the only real exceptions being that you can find illegal commodities to purchase in the market note any illegal commodities sold to a legitimate station will only remain on the market for the length of your time on the station and the lack of Merchant's or Mercenary's Guild offices. Outlaw Town: In Privateer, Space Pirates often operate out of abandoned mining stations, which are often located in an Asteroid Thicket to make things even worse if you're not friendly with the pirates operating out of those stations.Or, in the case of the latter, frequently the inability to employ it, thanks to the prolific use of random enemies and the limitations on using autopilot or the jump points when enemies are present. Hyperspeed Escape: Fans of Privateer and Privateer II, are quite familiar with this tactic.The Federation: Terran Confederation is, in general, a benign association of planets built up by humanity, and for the most part the heroes of the series.In the games, a Swirly Energy Thingy opens and the ship goes through. Faster-Than-Light Travel: via "jump points", which are formed by specific gravitic conditions.Dialogue Tree: Privateer had a primitive version of this, but it's mostly present in any of the FMV Games from Wing Commander III onwards.Design-It-Yourself Equipment: Privateer and Privateer 2 allow you to equip your own ship to personal preferences, even though fan preferences tended to clump towards one or two configurations.Conveniently Close Planet: Privateer features planets within a star system that never move, and are infrequently more than 100,000 meters from one another, and all are capable of supporting humans comfortably.Crapsack World: Both the Border Planets and Tri-Systems are lawless hellholes full of pirates, slavery, criminal syndicates, and worse.Privateer 2 has a few situations that require you to throw down some serious dosh just to continue the plot.It will also immediately punish you if you put all your money into just getting the jump drive, as the enemy craft outside the opening system are much more difficult and dangerous than those within it (even the Talons get an upgrade, going from a laser and two mass drivers to a mass driver and two particle cannons, turning them into Glass Cannons). The jump drive you need to get out of the starting sector, in Privateer, costs ten thousand credits, a hefty sum early on in the game.Privateer 2 doesn't even bother with the cost of a jump drive, it's built in to all ships. You can jump up to six times before having to refuel, which will easily get you from one side of the Gemini Sector to another. Casual Interstellar Travel: After acquiring a jump drive in Privateer, it only costs a mere 50 creds per landing to refuel.You can play as one by taking certain combat missions. ![]() Bounty Hunter: Exists in all three games.Apparently even a single unit of contraband is a death sentence in these parts. All Crimes Are Equal: If militia or Confederate fighters discover you carrying illegal goods, they will try to kill you immediately, regardless of quantity. ![]()
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