Anyway, hi everybody! I downloaded the demo for Evochron Mercenary a while back, and while I was impressed, I was torn between it and X3:TC at the time, and TC had better graphics. I say *had*, because with the release of Evochron Legacy, hooooleeee crap this game is awesome! It looks beautiful, SOUNDS beautiful, and the idea of entirely open, non-segmented universe is something that I didn't know I needed, until I got in. PLUS actual diegetic interfaces are AMAZING in my book--can't wait until I win the lottery and can buy an Oculus to explore this game in 3D
I really just came here to gush about that, and say that I'm planning on buying it soon, but I did have one thing that sorta--sticks in my craw for lack of a better phrase about the game. Maybe I'm playing it wrong, or doing something wrong, but there seems to be a serious lack of a sense of speed. Even in what should be zippy fighter craft, everything just seems slow and ploddy. You really get a sense of this if you go to the flyby views. The maximum speed as set by the IDS makes you feel like you're flying a cruiser.
Again, I could just be playing it wrong, BUT, if this is something other people have noticed, I have a humble suggestion to make on this, because I know that actually changing the speeds of the ships would be all but out of the question due to balancing issues. And I would say, very humble, because at the end of the day, this is Vice's game and we're all fans, so its his decision
But, the key word here is "sense" of speed. And there are a lot of things you can do to achieve that. For example, having "dust flecks" -- I'm sure there's a cinematographic term for the Star Trek phenomenon of having hundreds of little "stars" flicking by your viewscreen as you cruise through a sector. Due to the scale of the universe (huge), you can do a lot by playing with those and creating parallax that doesn't actually affect the user's perception of distance.
Secondly, the "guidance corridors" I've seen when docking at a station, or at a planet, or sometimes just flying around I see a semi-translucent one with tiny pips, their "ladder" could be tightened way up and sped up, again, regardless of how fast you're actually going.
Then lastly, the flyby camera. There are loads of camera tweaks you can use to increase the sense of speed. Particularly, zooming in while lowering the FOV, and even adding a bit of "jitter-cam" can do wonders for making things appear faster.
That's just my two cents, and regardless, this game is AMAZING and I can only see more and more good things coming from it!







