Naev – open-source game about space exploration, trade and combat
naev.org
naev.org
A few weeks ago I got the itch again, so I downloaded Naev. To my pleasant surprise, development had not only continued but it has - dare I say it - surpassed Escape Velocity. There's a very cool stealth mechanic, the campaigns have been fleshed out, the AIs are more sophisticated than I remember in EV; it stands on it's own as a fantastic entry in the "Elite like" genre.
ETA: Some advice for new players, do the Empire Shipping missions (by talking to an Empire official in the spaceport bar in Empire worlds). It's sort of the second tutorial, they'll have you go to meet all the different factions, and you'll get your Heavy Weapons and Heavy Combat Ship licenses.
You can go into stealth, and other ships have a bubble around you can see on your radar (the radar is also much better than in EV). If you get inside that bubble you'll fall out of stealth. The size of the bubbles scales with the mass of your ship, so a shuttle or an interceptor can hide very effectively, but massive cargo ships simply cannot.
This makes being a criminal or smuggler much more interesting. In EV there was nothing more to it than being super fast and staying ahead of the patrols trying to scan you. In Naev it's the similar, but stealth gives you more options. It feels very cool to be drifting silently in space, waiting for patrols to move away so you can reach the jump point undetected. Feels more deliberate and clever.
Another cool thing is that the AIs use it too. So it feels much more like you've been accosted by a highwayman when you're a little Terrapin trying to finish a mission, and suddenly pirates appear out of the blue (black?).
I always like a stealth system in space that involved not radiating, as well as avoiding active radar, too many sub sims in my youth :D
My favourite thing about The Expanse was when incoming radar stealth ships were finally identified by their bright drive plumes as they slowed for an attack.
That's very cool re: The Expanse. Alastair Reynolds, an astronomer turned sci-fi author, explores "weaponized astronomy" a lot in his books, especially the opening chapters of "Inhibitor Phase". Without too many spoilers, there's a ship that cools it's hull close to absolute zero and uses cryogenic gasses for thrust in order to maneuver, so that it isn't radiating IR. And they have to time their operations so that they aren't seen occluding the sun.
Also a good space opera, as well.
I feel bad now for not scraping together the 10 bucks or whatever they were asking for, but mom would have just told me to go play outside if I'd asked.
I, too, was too cheap as a kid to buy it and spent many hours trying to figure out how to outrun him. Such an interesting/infuriating mechanic to enforce trial periods.
(...only for a second one to catch me further down the mountain.)
Glad they aren’t shy about their escape velocity roots. I swear, the ship in their logo looks just like a kestrel.
They're pretty shameless! Lots of the ships are pulled from EV: Nova with cosmetic changes (no idea about the legality, I suspect they got permission but I haven't looked into it), and there's a setting that skins the UI to look like EV classic.
(Without this bracketed addendum, this would be a troll comment rank 16 mega-trolls)
It’s a 2D game with quests and space exploration, battles and some arcade mode in hyper-space. I remember it very well, as it worked very snappy on my poor computer (even by that time standards).
Now as I remembered that game, I wonder if Naev is something similar. I would rather not promote a Russian game these days, and I would rather play open source game. But from user interface perspective Naev looks quite bad when compared to that Rangers game made two decades ago. I judge Naev by its screenshots, so maybe the game looks better.
[1] https://en.m.wikipedia.org/wiki/Space_Rangers_(video_game)
[1] : https://www.kickstarter.com/projects/cosmicfrontier/cosmic-f...
EDIT : spelling
My one combat was decidedly one sided and a disaster. I honestly don’t remember the game play of it much. Most of the navigation and movement is automated.
By the time I got enough money for another ship, I had become disenchanted with the mechanics. Trying to min/max sales and trade and such. And was never strong enough to play Galactic Marshal or anything like that.
That’s when I put it down. Just may be the game doesn’t suit me. Or I never got into some sweet spot of challenge to engage me. And since the galaxy is fixed (at least I think it’s fixed), I didn’t see much opportunity in replay of it.
(And that's before you discover [censored] and [censored] and the whole [censored] storyline that happens after the “main”/initial plot ends)
Some brief notes about combat in Endless Sky (with some differences from EV:N):
* The population of ships is much higher in ES; it's much easier to get overwhelmed. Note that when you initially enter a system it starts with 5 seconds (I think) worth of ships, and they keep randomly spawning at a continuous rate (in the game files, the numbers mean "expected delay between spawns in milliseconds" I think). If there is a hostile enemy ship, chances are its random delay was pretty short, so more will come. Instead you should try to arrange your fights to be in a system with low traffic.
* The easiest way to get started with combat is to take escort missions, which spawn fixed enemies, and have allies that you can use as shields. They also persist if you disable them and land, so you can capture them easily (sell your fighter and buy a shuttle which can hire more crew). This is by far the fastest way to make money (as in, pay off your debt on day 3).
* Ships do persist between systems, so if they jump out you can follow them
* You absolutely can play the game without ever buying anything or doing missions, slowing capturing more powerful ships until you get a Bastion. This isn't a reasonable thing to do, but I did it anyway just to prove it can be done.
* The Monty Python maneuver has been heavily nerfed, but still has an important place.
* There are 4 different approaches for weapons on your ship/fleet; each ship should largely pick one and stick to it (and you should ground ships with the wrong loadout for your current task): 1. do as much damage as possible, 2. reliably stop shooting when target is disabled (that is, beam or weapons or at least high-velocity ones (though this is less important against slow and tanky enemies); it won't help if your allies see another target behind it), 3. overload enemy heatsinks (very useful against certain ships but useless against others), and 4. drain enemy energy (I've never found this useful, but have been affected by enemies using it on me). Also a couple special cases: 5. the player ship should be somewhat optimized for capturing, which may be at the cost of weapons, 6. your main ship might also want extra fuel, for exploring or just avoiding deadlines (escorts can land/takeoff to refuel without taking an extra day ... they can share with you, but they are dumb if multiple uninhabited systems exist on your path), 7. anti-missile also takes away from direct damage but is usually worth it (and without the tough energy/heat costs), 8. it does matter which gun slot you put your weapons in; use the I(nfo) window, 9. weapons that use ammo get expensive for the player's fleet, unlike enemy ships (and I guess mission-based escort ships, but those are rarely really combat-capable) which get everything for free; unlike EV:N your permanent escorts don't refill for free (but you do get to choose their loadout, so it's a net win I guess).
* Regarding engines, steering is generally more important than thrust for both combat and escaping to another system, but thrust matters for escaping/dodging within a system. A full guide to optimizing your ship would not fit in this margin, but it is certainly possible to beat the default ships, especially by mixing outfits between factions.
* Many factions will forgive you easily if you just attack pirates or something, but some factions will never forgive you. If you accidentally draw aggro merely jumping between systems should suffice.
* There are some outfits that you can only get by boarding or capturing a ship, and some that you can only get by capturing the whole ship. This includes outfits never buyable, outfits only be unlocked later in the main plot, and (if you use 0.9.8 which is still widely deployed) outfits that were supposed to be removed for balance reasons.
I was having a blast being an explorer in a scout ship, shuttling interesting characters around, never getting into any battles because my ship was fast enough to outrun any pirates and I never pissed anyone off.
Unfortunately at a certain point the game the railroads you into a storyline where you are forced to pick a side in some galactic war and entire sections of the map become unpassable because everyone attacks you, even if you are pootling along in a civilian ship with no weapons. I think you're supposed to build up a fleet and kill everybody, but it's such a big change in both tone and gameplay that it really bummed me out. Oh well.
Note that none of this involves the storyline, so you can do this for as long as you'd like regardless of how much of the story you have completed.
I wonder if the Coalition campaign is done yet...
Both Games get updates every couple of months. Which is perfect, because you get something new every time you pick one of them up again.