I am trying to be respectful both of the seasoned veterans, and Vice, but I'd like to submit my two cents. I'm a new player, but having experienced something new, and quite fun, I've found myself getting a bit involved.
Originally, I was looking for a space combat game that met these criteria:
#1 Could use all of my "gadgets" (head tracking, controllers, etc)
#2 Fun, and not predictable... "I hate scripted stories" and "I like options"
#3 Not equipment dependent (ship, gear wise)
#4 Had a large expanse to explore and play in... ("I hate feeling trapped in a box")
This game has met all of the objectives splendidly, and was certainly worth the money I spent. Not many games keep me interested beyond the 40 hour mark, as most become too predictable to the point that it's no longer interesting.
The game certainly has very strong merits in space combat - best I've ever seen. It also has some of the roots of what could become so much more.
Now for some honest feedback.
Missions: Not having experienced all types of missions (having just found new ones in the war zone tonight), I can say that the basic money making / rep missions can get pretty repetitive. How many times can you clean a solar array before you never click that mission type again? This being said, combat missions can get pretty interesting in that you never know "who's going to drop in and say HI". Going after a milk-run 3 bad guy intercept only to find an enemy capitol ship and a half dozen other reds unexpectedly drop in to the fray, sure keeps you on your toes. And makes you save some missiles, "just in case."
All in all, not bored with the missions, and that says something after 40+ hours of gameplay.
Navigation: OK.. putting it plainly, the NAV system leaves a bit to be desired. Scrolling, in some fashion other than only in max-zoom mode would be great - right-click & drag, or buttons to click, something. Whatever the implementation you should be able to scroll the map in any level of zoom except the max 8x. Zoom Out should zoom out from the current sector you are in - it gets annoying to zoom all the way out and back in again.
Trading: This could be expanded quite a bit. Not the trade mechanism itself, but the mechanics of it. If I wanted to play as a trader, I'm greatly limited to a fighter ship. Yes, the game has originated as a space combat sim and does a remarkable job at that aspect, but 5 units of storage doesn't get you very far if you want to be a merchant instead of a fighter jock.
Equipment: Other space games tend to favor the expensive gear and there tends to be "one ship" that beats everything (aka Freelancer, or the Big Ships in X3, etc). But this game gives some interesting and remarkable flexibility in outfitting your ship to suit the mission or your personal tastes. Big props for having such varied customization options.
Now... let me get on to my "wish list" for a perfect Universe in whatever Evochron game may be in the works for the future.
Universe:
OK I'm a Star Trek fan. Moreover, I imagine to some degree or another, we ALL are. I would personally like to see exploration - and that sense of wonder at "going boldly where no man has gone before" expanded. I'd like to see deep space probes, expensive to buy and use longer-range jump drives, perhaps extending the Fulcrum class out, but something other than the Experimental Jump Anywhere drive I keep hearing people talk about (but haven't located).
Along these lines, a semi-random but permanent universe would be the ultimate goal. Many games have done this, but THIS game would be perfectly suited for it, especially in Multiplayer.
To this end, I would like to start a Multiplayer server, and not have it be the exact same as everyone else's online galaxy. The core systems should be the same, of course, but it would be nice if everything "out there" in unexplored space, should be, well, unexplored in my particular universe. I can do this (I hear) with a custom universe.txt file that I have to distribute to everyone who might join, but then, the entire universe is wide open.
If, however, the universe were semi-randomly generated when a server was "built" was saved in a compressed, then encrypted file, and transferred to new players at the time they joined, it would serve to meet this end of having a custom universe that is static to one server, but that is different from all other servers.
Next, wars.
Since WWI, and the advent of the tank and airplane (which made static line trench warfare obsolete), wars haven't been fought on defined, static borders. A little system instability would be an incredible addition to the game. Right now we can all get our space-combat thing on with missions, but over a longer period of time, it'd be nice to "win or lose" something. In individual systems, I'm pretty sure I could play forever and not have the bandits or navy ever truly "win" in any given sector. Nor is it likely I'll ever see an incursion of one faction in to another's territory.
The basis is there for sector ownership, but what's missing is the parts that change wars in to something more dynamic. This is the same problem with X3 - with the exception of some of the scripted campaign, or some experimental user mods, there's really not a dynamic element to the game. It starts this way, it stays this way, forever.
In a multiplayer environment, this dynamic tension is what makes things go from good to great. On the grand scale of this particular game, with the enormous universe, it's a missing element. Players are rewarded now with money and items, but fighting hard and pushing Vonari out of a sector (and then having to defend it!) would add a lot to things, I believe. Over the span of a dozen or so contested sectors, ground gained would be lost elsewhere if players weren't vigilant in defending the territory they've acquired.
Now, combining this feature with the exploration and trading, would be fantastic. After-all, pushing the bad guys out of a sector would open the way to exploit the resources... at least until the bad guys jump in a fleet and go on the offensive again, forcing the trading/mining players to high-tail it out while the fighter jocks guard their rears.
The downside to this is there would need to be code on the servers to keep game-state for the disposition of forces, and AI routines written to handle offensive & defensive action.
Essentially what I'm asking for above, is dynamic campaigns, and it is admittedly a pretty big request.
What it could all lead to in the end? Empire building, trading networks, wars, navies, and so on... could get pretty interesting. Acquiring materials to get better gear to gain an edge in combat is one thing. But wars ... they consume resources on a vast scale, and drive economies. There's a draw to the logistical mind there. Just as exploration draws the inquisitive mind.
I know if I built up a trading network, outposts, mining operations, that I'd be sweating bullets if the war turned south and my assets were threatened.
I know I'm asking for "Wing Commander 2010" to be turned in to what amounts to CivSpace meets Star Trek. This desire for what I'd like to see may be well beyond the scope of what's intended for the Evochron line, or on a completely different track than what's planned.
In the end, I'm just expressing some thoughts. The 3D engine and combat features are fantastic, but you know how it is, give people's imaginations an exercise and they tend to get creative...
Anyway, don't get me wrong, Vice, the game as it sits is QUITE excellent and very impressive. I've had a hell of a good time playing so far and I can tell it's gonna be quite awhile before I get burned out on it!












And mad cat