So at the time of this writing I have 1527 hours into this game. This game is a cassette futurism themed look and feel (Think like 1979 Alien, knobs and buttons). It is set in space after a disaster renders Earths orbit impossible to safely travel, leaving the rest of the solar system cut off. Hyper capitalism controls everything, everything is trying to bleed you for every red cent. Your lucky enough to start with a junker of a ship.... That has a crushing mortgage that must be paid in installments every 6 hours. This game doesn't hold your hand, you have to figure everything out more or less on your own. There is a manual that explains basic ship functions, and reactor set ups, etc etc. READ IT. It's the only help you get. There is a tutorial that will lead you to your first derelict ship to salvage various equipment from, and possibly a salvage license... Oh did I forget to mention? The local station owns even the dead ships, you can salvage anything you want, but to do it legally, you need a license... They however don't care how you "aquire" this license.... Its not like a name is on them or anything.... Otherwise you can just buy them... If you can afford them. Anyway, the basic game loop is all about salvaging stuff, fixing the salvage up, and then selling it to the license vendor, scrap vendor, or if your smooth, a black market dealer who sometimes pays top dollar for certain items/data files. Your goal is to pay off your ship, after that, the solar system is more or less your oyster. You can salvage equipment and sell it, or even salvage entire ships with the purpose of using their bones to build out your ship. Or you can even buy derelict ships and fix them up and resell them, or use them yourself, or you can even buy functioning used ships at a hyper inflated price. Everything, big and small is modifiable if you can find the parts you want/need, your imagination is the limit. Eventually, you have a reactor and you can start traveling to other planets using a drive thats associated with it. Buy and sell cargo to make really big money, Buy your citizenship (yes, even if you're born somewhere, you're still illegal). Citizenship visa's come with discounts at their cargo traders, which means more money for cargo hauling. The only down sides to this game is some things aren't very well explained and you either have to ask someone or do the trial and error method, which can be a bit off putting. The NPC AI is pretty bad too, though it is improving and has come a long way from what it was not long ago. That said I don't recommend hiring NPC crew, as you have to micro manage -almost- everything they do. This is however early access and before the AI can be truly worked on and fixed, all the games features need to be added. So it will improve closer to release. But once you get the hang of the game, you will have experiences like the below example which was my experience tonight to end my current play through: ----------------------------------------- Tonight started off with a mad attempt to dock with one of the stations down in the Venus atmosphere, Long Beach Terminal to be exact. Many lessons were learned in the process of docking with the aerostat. First of all, I burned way too much RCS trying to get down to the atmosphere to begin with, actually running out of N2 on the way down. Due to the strong gravitational pull of the planet, you have to burn high-G reverse thrust to mantain a consistant speed, otherwise the you will increase in velocity by hundreds of m/s in a very short period of time. That being said, I was out of RCS and falling towards the planet. Turning on my rotors (two of which were broken on the way down by micro meteors) and just crossed my fingers. Eventually when the atmospheric pressure hit 15Kpa the rotors started to function for more than just rotation and i was able to slow down and maintain a docking altitude with the station, managing to dock by the skin of my teeth. While docked at the station, I purchased some media cargo to bring back to OKLG later. When I was ready to leave, I undocked and learned a couple of things, the Pirates don't always have ships powerful enough to break free of Venus' gravity, as I watched one that was tracking me fall away down towards the planet and eventually getting destroyed. I also learned that while 4 rotors were enough to keep my ship from falling towards the planet, they wern't powerful enough to lift the ship up to the edge of the atmosphere. Attempt number one to leave Venus I managed to use the RCS to get out of the "no wake zone" but realized fairly quickly that I didn't have enough RCS to make it up to VORB, thus began attempt at manual Torch flight number one. I got the Torch drive engaged and figured out how maneuvering with it worked and started to head for VORB, but unfortunately I somehow overheated the reactor and damaged the ablative liner causing a loud alarm to start sounding, pretty much ending the first attempt, as I didn't have any extra liners. Lesson learned. Reloaded the save and used SFF (Time Skip up to 6 hours) for an extra hour so that VORB was closer to the planet. Bought extra ablative liners for the reactor just in case, then undocked and made attempt number 2 to get back to VORB. This time, I switched to RCS as soon as I undocked and headed full burn for the edge of the wake zone. This time, with VORB being much closer, it actually orbited over head and past us and I had to chase it. This time however, I learned some things from the last attempt and used a combination of RCS and Torch to catch up with VORB. Docking with VORB was still complicated by the angle I had to come at, but I managed to successfully dock anyway. Once at VORB, I did repairs to the areas affected by micro meteors, discovering that one of the rotors got completely destroyed. The destruction of the one rotor did how ever give the plastic scrap needed to fix the other one that was damaged, the sacrafice will not be forgotton. Fixed a cargo pod, as well as a breach in the fuel room, and then started some auto task repairs for most of the main room/navigation area. Another lesson I learned tonight is that the positions of Venus and OKLG will greatly affect what path the auto pilot will take to leave the orbit. My usual exit location was not going to work, in fact it wanted to plot backwards past the back of the planet and come back around to go back to OKLG. Instead of taking that course, I waited another hour or two to be in a different position and plotted from there. The trip back to OKLG went smooth without any issues. The media cargo sold for around 8mil. 3.6 of which was put towards an asteroid residence, that comes with its own private dock free of fees. A fitting end to one hell of an adventure. I look forward to returning to this game again for the next major update with a fresh new run.
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