apricotslice wrote:Joe McCracken wrote:You know, Rednoahl, that sounds sort of like a Freelancer sort of universe. In it you started in a relatively 'safe' area and not much for tech wares or weapons, relatively low options on making money and profits. So your thinking something like that?

I hope not.
Freelancer was a dud for me because of one mission and one decision on the interface (no joystick support) that I couldnt get past. So the limitations of the starting area actually prevented me playing the game very long. I binned it within a week.
I guess you're talking about the race, if so, I hated that myself.
I don't mean like Freelancer at all. It's why I didn't mention it, and to be honest I think it's one of the reasons Bernd is being cautious as to what he says. I think the game will be nothing like Freelancer, BUT virtually everything we hear about X-R will make people assume it is.
I meant more like the restrictions in Terran space in TC. When you look at virtually all the game starts in TC you are limited in some way. Humble Trader starts you off in very average sectors for trade, while other starts put you in very unfriendly territory. The Terran start in TC is what I'm thinking of though - you only had clearance for a few sectors and your opportunities were very limited for moneymaking until you had completed a mission or two. I doubt the blatant nature of Freelancers restrictions on the player would get near Egosoft's drawing board.
The conjecture I have is you'll be limited to a single sector at first, and anyone with a bit of MD experience could come up with a mission outline that would teach the basics of ship control, trade, introduce the enemy and everything else (all narrated by the new Mrs X,) before you can progress elsewhere. Same code would suffice for a playable demo too.