[HN Gopher] Naev - open-source game about space exploration, tra...
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       Naev - open-source game about space exploration, trade and combat
        
       Author : pabs3
       Score  : 433 points
       Date   : 2023-11-26 00:53 UTC (22 hours ago)
        
 (HTM) web link (naev.org)
 (TXT) w3m dump (naev.org)
        
       | dbingham wrote:
       | Sounds very similar to Endless Sky[1] - another open source game
       | drawing on the old Escape Velocity games. I really enjoyed both
       | Endless Sky and the Escape Velocity games, so I'll have to check
       | out Naev at some point!
       | 
       | [1] https://endless-sky.github.io/
        
         | tsujamin wrote:
         | +1 for endless sky, has that "just 30 more minutes" hook
        
         | ktbwrestler wrote:
         | this is awesome, do you know if it supports multiplayer? I
         | might help out with Naev since that also apparently has a
         | multiplayer plugin...
        
           | kzrdude wrote:
           | Endless Sky doesn't support multiplayer. It sticks very close
           | to the EV model, just modernized (higher definition
           | graphics).
        
         | whartung wrote:
         | I found Endless Sky to be ok, but it didn't hold my interest in
         | the end. The early part of exploring a new game was fun, just
         | going through the mechanics of trade and navigation and such.
         | 
         | 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.
        
           | cwillu wrote:
           | The actual storyline develops after a significant amount of
           | in-game time, and is actually kinda easy to miss the initial
           | two hooks if you click through things too quick. Basically, a
           | planet gets nuked, and a while after _that_, somebody
           | approaches you once you end up in a certain area of the map
           | for a little while.
           | 
           | (And that's before you discover [censored] and [censored] and
           | the whole [censored] storyline that happens after the
           | "main"/initial plot ends)
        
             | Widdershin wrote:
             | Props to the writing in Endless Sky, probably has the most
             | nuanced and interesting plot of any open source community
             | built game I've played.
        
               | cwillu wrote:
               | <tries that karate move now, just for kicks>
        
           | o11c wrote:
           | Note that trade _missions_ generally give about 10x value
           | compared to trading yourself. Going into dead-end system
           | chains can help stack multiple missions with the same
           | destination.
           | 
           | 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.
        
             | DylanSp wrote:
             | I've played Endless Sky a decent bit but always struggled
             | with combat; thanks for this guide. What's the Monty Python
             | maneuver you mentioned? (EDIT: Never mind, found an
             | explanation at
             | https://evn.fandom.com/wiki/Monty_Python_Maneuver)
        
           | alisonatwork wrote:
           | I had the same experience.
           | 
           | 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.
        
             | moffkalast wrote:
             | Yeah there's no real way to finish the game as a plain old
             | simple trader iirc, that's just the first of I think three
             | or four major wars you get involved in during the entire
             | game?
        
           | atrettel wrote:
           | I played an earlier version of Endless Sky but haven't kept
           | up with the recent developments. I agree that combat in
           | Endless Sky is a lot harder than in EV and really is not
           | worth it until you can get a quite decent ship and get good
           | at the game mechanics for combat. The key for me was to start
           | by doing standard missions until you get enough money for
           | trading commodities. Then you start developing trade routes
           | and shipping commodities yourself. You build up a
           | convoy/fleet, monitor prices in different systems, and make
           | real money by buying low and selling high. That's more fun
           | than it sounds, but it is a bit of a grind admittedly. Once
           | you get going you can really make tons of money. This is the
           | easiest way to afford a decent ship (in my opinion). And to
           | me that's when the fun came in. Endless Sky also allows you
           | to own multiple ships (unlike EV), so you can design
           | different ships or even fleets for different purposes (one
           | fleet for combat, one fleet for exploration, one fleet for
           | trade, etc.). But there is unfortunately a bit of grinding
           | you have to do before you can get to that point.
           | 
           | 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.
        
         | moffkalast wrote:
         | Someone even got it running on WASM back in the day, though I'm
         | not sure how up to date it is: https://play-endless-web.com
         | 
         | I wonder if the Coalition campaign is done yet...
        
       | maxbond wrote:
       | A few years ago I played Naev for a few days. It was a lovely
       | nostalgia trip, and I recommended it to friends who had also
       | played Escape Velocity, but there wasn't much game there and it
       | was a bit clunky.
       | 
       | 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.
        
         | EdwardDiego wrote:
         | How does the stealth mechanic work?
        
           | maxbond wrote:
           | It's not dissimilar from mechanics in other games, implicit
           | in my comment is that none of the 3 EV games had any sort of
           | stealth mechanic. (ETA: Actually, they had cloaking devices,
           | but they were special unique items that you couldn't transfer
           | if you upgraded your ship. Not sure if that exists in Naev, I
           | haven't gotten very far into the main story.)
           | 
           | 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?).
        
             | EdwardDiego wrote:
             | So does stealth involve shutting down systems / power
             | output etc.?
             | 
             | 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.
        
               | maxbond wrote:
               | No unfortunately (or not that I've noticed), though you
               | drop out of stealth if you open fire or use your
               | afterburners. It would be cool if you came out of stealth
               | at half power; that would make it pretty costly, since
               | power and power regen are the stats that dictate how long
               | you can sustain your weapons in a firefight (missiles not
               | withstanding).
               | 
               | 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.
        
               | EdwardDiego wrote:
               | Oh, I definitely need to read those books, cheers!
        
               | maxbond wrote:
               | The _Revelation Space_ series does start slow, he was a
               | junior writer for the first part and he 's, but I enjoy
               | it a lot.
        
               | KineticLensman wrote:
               | Another author who explores stealth in space combat is
               | Greg Bear in 'Anvil of Stars' (the successor to 'Forge of
               | God'). This is nothing like The Expanse, instead the
               | galaxy is a hostile jungle full of predators just waiting
               | for a young techno civilisation (like humanity) to
               | naively broadcast its presence.
        
               | bbarnett wrote:
               | Jack Campbell's "The Lost Fleet" starts with Dauntless,
               | and is reasonably good at considering light speed issues
               | in combat, tactics, and moving fleets of ships at low
               | fractions of the speed of light, eg .1c
               | 
               | Also a good space opera, as well.
        
               | vulcan01 wrote:
               | However, if I remember correctly, stealth in particular
               | is not really considered and is dismissed as impossible.
               | Campbell does a good job of demonstrating tactics to hide
               | ships, though.
        
               | bbarnett wrote:
               | Yes, the only stealth isn't really that. I won't say more
               | re: spoiler.
        
               | maxbond wrote:
               | In space, no one can hear you scream, but everyone can
               | see your heat.
        
         | calf wrote:
         | I absolutely LOVED playing Escape Velocity in high school!
         | AmbrosiaSW made such great shareware games, with appealing
         | graphic design and replayability--the modular system. I think
         | all 3 EV games are good examples of the concept of "aesthetic
         | unity" in game design.
        
           | dguest wrote:
           | Speaking of shareware: was I the only person who modded
           | Captain Hector to take away his more powerful weapons?
           | 
           | 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.
        
             | gdhkgdhkvff wrote:
             | Captain Hector. That's a name(and bane of my existence)
             | that I haven't thought of in decades.
             | 
             | 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.
        
         | jwithington wrote:
         | Better than Escape Velocity?? Gotta try it then.
        
       | rauljara wrote:
       | Seems like HN broke the trailer on their site. Fortunately, it
       | also lives on YouTube:
       | https://m.youtube.com/watch?v=CNBk1DK046k&pp=ygUMTmFldiB0cmF...
       | 
       | Glad they aren't shy about their escape velocity roots. I swear,
       | the ship in their logo looks just like a kestrel.
        
         | maxbond wrote:
         | It's the Kestrel from EV: Nova (which as we all know is the
         | ship that singlehandedly put Krain Industries on the map), with
         | a little bit of red added.
         | 
         | 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.
        
           | EamonnMR wrote:
           | The Kestrel in Nova is a copy of the Kestrel from the
           | original EV, which itself was a copy of the Estes 'Corsair'
           | model rocket kit, see:
           | https://blog.eamonnmr.com/2018/02/estes-rockets-and-
           | escape-v...
        
             | bbarnett wrote:
             | Isn't it all just based upon Wing Commander?
             | 
             | (Without this bracketed addendum, this would be a troll
             | comment rank 16 mega-trolls)
        
               | EamonnMR wrote:
               | Actually, he based the gameplay on reading the Elite
               | manual but never actually having played Elite.
        
       | exo-pla-net wrote:
       | For anyone into this sort of game, I always recommend Starsector
       | [1]. It's a beautifully made game that is in active development
       | and already very fun to play.
       | 
       | [1] https://fractalsoftworks.com/
        
         | 83457 wrote:
         | Reminds me of Armada
        
           | jauntywundrkind wrote:
           | I really really miss having games like Armada to couch-play.
        
         | Loughla wrote:
         | Wow. That hits on exactly what I'm looking for.
        
         | Aeolun wrote:
         | I'm not sure if I'd call one update every half year/year
         | 'active' development, but it has certainly been consistently
         | developed for 10 years or more at this point.
        
           | Der_Einzige wrote:
           | Mods fix that issue, and the modding scene is active.
        
         | ajvs wrote:
         | Yeah I have to say Starsector way of less arcadey combat works
         | really really good, wish more of these space sims would copy
         | it.
        
         | hschne wrote:
         | I don't play much anymore, but there's basically two games I
         | keep coming back to. Starsector and Stellaris.
         | 
         | 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.
        
       | EamonnMR wrote:
       | Always love a good EV clone. I loved this one back when it was
       | much more Nova-like.
        
       | prawn wrote:
       | Reminds me a bit of Star Control II and its Melee combat mode.
        
       | Waterluvian wrote:
       | This game looks pretty exciting to follow. Escape Velocity was a
       | huge part of my childhood. My brother and I completely scraped
       | that game clean of secrets. I learned how to use ResEdit because
       | of it. We would daisy chain ADB keyboards and he'd fly while I
       | controlled weapon selection and escorts.
        
       | stevefan1999 wrote:
       | This reminds me of Spore a lot
        
       | lenerdenator wrote:
       | Never did play Escape Velocity but I like this one so far. It's a
       | charming little game with some decent story development. And it
       | even runs natively on Mac.
        
         | adastra22 wrote:
         | EV is still playable on the macOS classic emulators. I suggest
         | giving it a shot too.
        
       | thot_experiment wrote:
       | Is the logo the Kestrel? Love it. Played the shit out of EV:N on
       | the computer lab computers.
        
       | walteweiss wrote:
       | There is a Russian game Space Rangers 1 I played in the early
       | '00s, and I quite enjoyed it, was one of my favourite game.
       | 
       | 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)
        
         | rkagerer wrote:
         | Despite its bugs Space Rangers was incredible. The diversity of
         | gameplay was great. Fly around space, fight people, solve
         | puzzles and manage ski resorts.
        
           | walteweiss wrote:
           | I remembered that I had enjoyed its text based quest in
           | prison (and maybe somewhere else as well, cannot recall
           | that).
        
         | yread wrote:
         | Yeah the puzzles were awesome
        
       | foota wrote:
       | Did anyone else play the flash game, Flash Trek: Broken Mirror 2
       | in the mid 2000s? The game was great fun for its time.
        
         | EamonnMR wrote:
         | Wow, another Broken Mirror fan in the wild! Yes, that was the
         | best Trek game there eas until Infinite came out this year. The
         | author really got what made Trek tick and the gameplay was a
         | perfectly serviceable EV like. One of the most technically
         | ambitious flash games I ever played.
        
       | a1o wrote:
       | I was confusing the talk of Escape Velocity with Terminal
       | Velocity and getting quite confused
        
       | Jude_Lapoire wrote:
       | I see a lot of Escape Velocity fans in the comments. Recently,
       | one of the developers of the original series started building a
       | remake [1] of EV:Override featuring compatibility with the old
       | plug-in format, which, despite its crowdfunded nature, seems to
       | progress well.
       | 
       | [1] :
       | https://www.kickstarter.com/projects/cosmicfrontier/cosmic-f...
       | 
       | EDIT : spelling
        
         | EamonnMR wrote:
         | I'm still a bit salty that they didn't leverage any of the
         | perfectly good EV clones or general purpose game engines out
         | there and have spent the time since the Kickstarter building an
         | engine from scratch.
        
       | taf2 wrote:
       | When I retire I want to start a foundation to create free to play
       | open source video games. Initially I was thinking we'd focus it
       | on mobile games for little ones since so many of those games are
       | designed to extract as much money for parents suffering through
       | dinner etc... but this game looks like a cool target also
        
       | hammock wrote:
       | Sounds like Eve Online
        
         | moffkalast wrote:
         | EVE Offline
        
       | pyinstallwoes wrote:
       | I miss that space game that was on Verant : Sony online
       | entertainment. There was also a space marine game. Isomorphic.
        
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       (page generated 2023-11-26 23:01 UTC)