The press release makes several features of DUST 514 quite explicit:
...players can create and edit customized fittings (load-outs) with a huge variety of dropsuits, weapons, equipment, modules and vehicles.It also mentions "deep character advancement", something that's been covered in public by CCP as well, particularly at Fanfest. We've known for quite a while now, for instance, that DUST 514 uses a skill point system quite similar to EVE. Further, we've known for quite a while now that it would use a similar-to-EVE skill tree system, with lower tier skills unlocking upper tier skills. We've even known for quite a while that skill points would accumulate passively and could be spent at any time for instant gratification of your skill needs. In this the game is identical to Perpetuum Online, which uses the same model.
On the vehicle and weapons side, CCP has already released a lot of information as well. We know from public release that the game will have heavy and light "drop suits" and they've hinted at other types. For instance, they mentioned during Fanfest that during their internal testing "everyone was using Scout drop-suits" until the heavier machine gun-like weapons were put into the game. A number of weapons were shown at Fanfest including assault rifles and the aforementioned machine gun. On the vehicle side, CCP has released that there will be "LAVs" -- Light Assault Vehicles -- and tanks (presumably classified as HAVs). They've also shown flying vehicles, hinted that they will be called Recons, and said that these and other vehicles will cloak.
In terms of skills, they've made it public that there will be hacking and ECM (and presumably its opposite). At several points, the video shows the player accessing a wrist-mounted computer-like device to project various effects. So, it would be reasonable to assume that there will be skills around those effects as well. At Fanfest, the devs mentioned that there were "five years" of skills in DUST so far... in other words, you'll have to play for five years to maximize all the skills.
Where am I going with all of this?
I was pointed several times at the following blog post, which I suggest you go out and read yourself. It's worth your time: Free to ski: how Tribes succeeds by avoiding the low-hanging fruit. At the core, though, the post lists two defining principles for free-to-play games to be successful:
(1) Free to play games have to be basic; and,...but then -- rather interestingly -- the post argues against those points. The post argues that Tribes: Ascend (the writer's only example) has managed to create complex game-play and has added purchasable items that materially affect matches without breaking balance in a F2P game. It's an interesting perspective.
(2) Gamers buy-to-win.
It's also quite wrong.
Tribes: Ascend was developed by HiRez Studios, whom I'm quite familiar with as the developers of Global Agenda. And while Tribes is an interesting game, I've come more and more to believe that it's not much more than a re-skin of GA with a different brand name attached to it. The two games have similar sensibilities and play styles, from their guns to their jet-packs. It's easy to argue, in fact, that HiRez was perhaps disappointed with the relatively small numbers they were pulling with GA and developed Tribes to try to attach their (rather good, actually) game play to a more well-known brand. The blog post dances around but doesn't come right out and list the third defining principle for a successful F2P:
(3) Volume is king.In other words, the more players you can draw into your game, the better chance of success you have.
But even beyond that, the premise that Tribes is a complex game is also not really correct. At the end of the day, Tribes is actually quite simple. Sure, it has increasingly complex weapon designs and map goals. But the basic premise and execution behind the game isn't much more complex than Team Fortress 2, released almost five years ago. If anything, Tribes is less complex than Global Agenda which features multiple class-based abilities and items, and more strict differentiation of class combat roles and perks. Those complexities force GA teams to work together, unlike Tribes, in which matches most often quickly devolve into an "every man for himself" feel. Most of the complexity in Tribes is around movement, and anticipating the movement of your opponent. Tribes is rugby, not American-style football.
In short, one can pick up Tribes very very rapidly. The learning curve is quite low. Teamwork is relatively minimized and individual initiative and options are maximized. And as a result, you learn the advantages of some of your P2W options right away. You can put purchasable items to work nearly immediately until you can grind them up the same way.
It is at this point that I will remind you that it's public knowledge that DUST 514 has five years of skills.
The main reason micro-transactions don't work for EVE is because even if you have the ISK to purchase a Vindicator or a Nightmare, you probably won't have the skill points to use it properly. We've all heard about dozens and dozens of this kind of loss-mail. Unless you're willing to spend literally hundreds of dollars on a character to go with your shiny, you're not going to be able to put your shiny to work properly and you're quite likely to lose it.
I can't see how DUST 514 will have a Character Bazaar.
CCP's apparent plan for addressing this dichotomy is still under NDA. But I encourage you to think it through logically. And I assure you the plan isn't to make the game less complex. This is CCP we're talking about here...