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EVE New Citizens Q&A

 
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Your First Hour And Experience In EVE: Feedback from new Players

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Author
Vlad Eiriksson
Federal Defense Union
Gallente Federation
#141 - 2012-07-12 20:07:40 UTC  |  Edited by: Vlad Eiriksson
My first hour....

The first thing I did with my new cloan was check my package. Good to go! Blink

I listened to my teacher and I began to check out my new digs. Nice.

I accidently undocked and found my self in space. Took me about a minute to figure out how to dock. Fun and scary LOL.

I found the tutorial was very nice comparing to other experiences. It was easy to go back if neccessary.

One thing I like was I could actually use the furniture in my quarters. I could sit back and relax while checking out my new entertainment center.

I leanred the interface and found it most useful while complex. But I like complex systems so for me, I love it.

I liked the turtoriles and found them most useful.

My first hour was great, I got a feel that this universe is big and complex. Exactly the game I was looking for.


Some unrealistic recomendations:
1. A nice Introduction Cutscrean would be nice. Not sure if it is because I did a download and am on a trial.
2. It would be nice to be able to see other pilots in there CQ as well. Maybe not interacting but it would very cool to see other players in my same spot.
3. It would be cool if my station, or any other station was explorable. That would add a nice immersion element to the game.

Some questions:
When I earned my pilot certification, she said I would get a new uniform. Where is it?


Summary:
AMAZING GAME. And the future potential is enormous. Can't wait to get back home and log on.

Vlad
J'Poll
School of Applied Knowledge
Caldari State
#142 - 2012-07-12 22:31:45 UTC
Shaxx Traitoris wrote:
My experience in short with the trial thus far is that the game looks great but missions are dull and repetitive. Mining is boring but the game economy is interesting. There is definitely a steep learning curve but I was expecting this. Competitive player versus player combat could be more accessible early on by lowering the importance of building skills for months and years.

My main gripe is really the last part, which would not be terribly bad if during the build-up to being competitive in player versus player there were more things to do in the game for us player versus player oriented individuals. That is other than grind flavorless missions or mine lifeless rock in high security space. Really, as I did these things, the thought often occurred to me, I might as well just log in a few minutes a day and set my skills to level for a few months before I actually started 'playing'. But realistically, I cannot do that, I need to play the game to learn how to build a character, navigate the user interface and learn how to maximize my combat efforts. I get the feeling the first months are going to feel more like a job than anything else.

My thoughts on what might alleviate some of these things, you could in the starter military stations for each race, have a 'noob on noob' room/area with structured/consensual player versus player combat. Concord would not get involved unless there was pod-killing after the fight. Noobs could construct fleets of noobs and engage in group combat early on (which appears to be one of the best features of Eve).

It would need a skill point cap where exceeding a certain number disallows admittance to the area and ship restrictions, limiting it to just the cheapest early frigates and or just the rookie ships. It would be explained lore/immersion wise in the game as a mock-pick-up fight simulator to prepare combat capsuleers by sparring and honing their skills for future engagements.

I will at this point be fully subscribing and plan on giving a good shot at over-coming the 'cliff' learning curve and giving you old-timers a hard time in space.

See you on the battlefield (eventually).


I like the idea.

Just keep in mind:

2 weeks and you can be a hero tackling frigate.

PvP isn't mainly about Skillpoints, it's more about knowledge, attitude and the will to learn from others.

Personal channel: Crazy Dutch Guy

Help channel: Help chat - Reloaded

Public roams channels: RvB Ganked / Redemption Road / Spectre Fleet / Bombers bar / The Content Club

Valda Renalard
Doomheim
#143 - 2012-07-13 09:23:27 UTC  |  Edited by: Valda Renalard
I've seen other MMo's over the years & played their trials and Eve is the first one that I have ever been willing to pay to play. I decided that in my first hour. The fact that I didn't have to shell out $60-80 first helped too. Eve reminds me of visiting Chicago and getting off the L at the wrong stop in a really bad neighborhood. Scary as hell, yet thrilling when you finally make it back to the safety of a station.

I'm glad the tutorials are as they are. Eve is deeply complex and I appreciate all the help I can get! I love it and hope to continue playing for years to come.

I really don't care for the walking around the station bit. To me it doesn't really make much sense, but there are those that like it so more power to them.

The missions could use a bit of work and more, different missions would be nice. It gets a little old repeating the same ones over & over again.

The player driven economy and market are excellent.

Overall I am very satisfied with the job the designers and developers have done with Eve.

It is well that war is so terrible or we should grow too fond of it. Robert E. Lee

Apollo Antollare
The Scope
Gallente Federation
#144 - 2012-07-13 22:22:06 UTC
I started playing about a week and a half ago. I like the game a lot and I thought the tutorials were easy enough to understand.

When I first entered the captain's quarters (or whatever you call it) I thought it was cool that I could walk around and sit on the couch and stuff. You walk way too slow though and there really isn't any point to walk around that place at all.
The game looked cool, space and everything looked really nice.
I had no idea what any of the windows or menus did. I just followed the tutorial as close as I could to get my ship.
Warping for the first time was AWESOME.
Aura should walk you through EVERY little step and I think she should have a voiceover for everything. It would help to hear the tutorial instead of read through everything.
I looked at the map and was amazed at how huge New Eden was. It was disappointing when I found out you can't do anything with all those planets though. I knew about planetary interaction but I wish there was something more.
I destroyed that fuel depot and the explosion was nice. I thought it was going to be more realistic but it was still cool to watch. Big smile
When I started the career agent missions, I was surprised to see that there were no voiceovers. I thought that a game that has been around for years would have voiceovers for at least the tutorial missions.
There were less ships in the game for each race than I though but there were still a lot.
More interesting quests would be nice?
My corp became The Scope a couple days ago. Not sure how THAT happened. Ugh

Most people say the tutorials are boring and hard to understand, I think they were kind of boring but I was excited for what was going to come next and I didn't think it was that hard to follow. Overall, I am liking the game a lot, even mining and exploration which a lot of people are calling "boring".
J'Poll
School of Applied Knowledge
Caldari State
#145 - 2012-07-13 23:04:45 UTC  |  Edited by: J'Poll
Apollo Antollare wrote:
I started playing about a week and a half ago. I like the game a lot and I thought the tutorials were easy enough to understand.

When I first entered the captain's quarters (or whatever you call it) I thought it was cool that I could walk around and sit on the couch and stuff. You walk way too slow though and there really isn't any point to walk around that place at all.
The game looked cool, space and everything looked really nice.
I had no idea what any of the windows or menus did. I just followed the tutorial as close as I could to get my ship.
Warping for the first time was AWESOME.
Aura should walk you through EVERY little step and I think she should have a voiceover for everything. It would help to hear the tutorial instead of read through everything.
I looked at the map and was amazed at how huge New Eden was. It was disappointing when I found out you can't do anything with all those planets though. I knew about planetary interaction but I wish there was something more.
I destroyed that fuel depot and the explosion was nice. I thought it was going to be more realistic but it was still cool to watch. Big smile
When I started the career agent missions, I was surprised to see that there were no voiceovers. I thought that a game that has been around for years would have voiceovers for at least the tutorial missions.
There were less ships in the game for each race than I though but there were still a lot.
More interesting quests would be nice?
My corp became The Scope a couple days ago. Not sure how THAT happened. Ugh

Most people say the tutorials are boring and hard to understand, I think they were kind of boring but I was excited for what was going to come next and I didn't think it was that hard to follow. Overall, I am liking the game a lot, even mining and exploration which a lot of people are calling "boring".


Not really EVE, but you can do more on the planets then just Planetairy Interaction.

Dust514 is a MMO shooter for the PS3. It's completely linked to EVE Online, so actions in EVE change Dust, actions in Dust change EVE. Dust will mean the battles go from between the stars also to on the planets.

At this stage Dust514 is in the close beta stage.





Your corp became The Scope because:

You left (or got kicked out of) EvE University.

In EVE you are always part of a corporation, there are 4 options,

A) The NPC starter corporation you automatically join when you create a new character, this depends on race etc. The only way to get into it is by making a new character.

B) A NPC corporation by default. This is the NPC corporation you automatically join when you leave one of the corporations that are listed as C) and D). For your race / bloodline that would be the Scope.

C) A NPC Faction Warfare corporation. You join these by signing up for the militia.

D) A Player runned corporation. Made by players, build by players, owned by players and destroyed by players.

Personal channel: Crazy Dutch Guy

Help channel: Help chat - Reloaded

Public roams channels: RvB Ganked / Redemption Road / Spectre Fleet / Bombers bar / The Content Club

Jett0
Ministry of War
Amarr Empire
#146 - 2012-07-17 02:20:54 UTC
ISD Athechu wrote:
While this thread gives great feedback please make sure to keep the feedback coming and not to bump the topic just to keep it towards the top.


Sorry, what was that again? Big smile Okay, okay...

The NPE is something I've always felt should be a major priority for change. I read somewhere that CCP has something that is giving them data on when people tend to quit during the tutorials. I'm curious as to what those metrics are currently saying.

Personally, I liked the Apocrypha "crash course" better than the Incarna tutorial. The first thing I remember doing was shooting something, and that was a great initial impression. And as others have pointed out, the Incarna tutorial broke some consistency with the career agents. I think an overhaul of the entire section is needed. I would remove the civilian modules entirely and split the career agents into shorter, more digestible arcs. Maybe something along the lines of three missions each.

I've introduced a lot of people to EVE, and the ones who quit did so because the game violated their expectations in some way. Not "this game wasn't what I thought it'd be" but more "I assumed something based on a previous scenario, and the information didn't apply to this new scenario."

For example, the mission where you take damage from that cloud thing (I forget the specifics) was confusing to a few people. In their minds, the game had established that damage to your ship always came from some kind of action, whether it's you blowing up the container in the beginning, or another ship shooting you. They expected that when they took damage, there would be some kind of visual indicator, a shot / explosion / etc. The death cloud does neither. All you get is a little message and your shields mysteriously dropping.

None of them died from it, but it left them with a feeling that they were doing something wrong when they weren't, and discouraged them from playing again.

Occasionally plays sober

ISD Athechu
ISD STAR
ISD Alliance
#147 - 2012-07-20 04:52:08 UTC
Just as something to let all of you know. If you haven't checked it out there are a lot of changes on the test server Sisi with the tutorials and they look good. Might wanna check them out so you can give more feedback.

If you don't know how to get onto Sisi

http://wiki.eveonline.com/en/wiki/Singularity

ISD Athechu

STAR Executive

EVE New Citizens Q&A Resources

Helping Players Since 2011

Oraac Ensor
#148 - 2012-07-20 09:33:30 UTC
Jett0 wrote:
I've introduced a lot of people to EVE, and the ones who quit did so because the game violated their expectations in some way. Not "this game wasn't what I thought it'd be" but more "I assumed something based on a previous scenario, and the information didn't apply to this new scenario."

For example, the mission where you take damage from that cloud thing (I forget the specifics) was confusing to a few people. In their minds, the game had established that damage to your ship always came from some kind of action, whether it's you blowing up the container in the beginning, or another ship shooting you. They expected that when they took damage, there would be some kind of visual indicator, a shot / explosion / etc. The death cloud does neither. All you get is a little message and your shields mysteriously dropping.

None of them died from it, but it left them with a feeling that they were doing something wrong when they weren't, and discouraged them from playing again.

If that's true then there isn't much hope for such people.

I don't see how anyone could think that the game has already "established that damage to your ship always came from some kind of action, whether it's you blowing up the container in the beginning, or another ship shooting you" when they are still in the tutorials and still being taught further aspects of the game.

Or how they could think that they've done something wrong when the mission instructions clearly state what is about to happen.
Inxentas Ultramar
Ultramar Independent Contracting
#149 - 2012-07-20 11:42:11 UTC
I've just watched my friend play the tutorial on my PC, as he ran into the shader issue on his (somewhat older) computer. He's intelligent enough to "get" games of this complexity (just like me he enjoys RPG's, even those of days gone by), and only had some marginal problems.

1. The tutorial told him to mine an asteroid from a field, but it looked empty (asteroids not being on the overview by default). He jumped the gate and mined the exact same resource a system further. The mission agent didn't approve (and left the mission unfinished), but he figured out that he "probably needed to trigger a quest dialogue" in the original belt. He finished the quest on his own, and sold the extra Veldspar he mined too.

2. Sometimes he would click on "next" before doing the specific action requested (and he got the next bit of dialogue). If you need to do a few complex tasks in succession, this can be problematic to memorize, but he didn't seem to have that many issues with it. The only thing he asked was how to open the scanner, with his mouse already hovering over the buttons next to the HUD.

While the tutorial is still a bit rough around the edges, my friend enjoyed that the tut put him in a live environment right away, and that he recieved skillbooks and mods as a reward.
Jett0
Ministry of War
Amarr Empire
#150 - 2012-07-20 23:55:28 UTC
Oraac Ensor wrote:
If that's true then there isn't much hope for such people.

I don't see how anyone could think that the game has already "established that damage to your ship always came from some kind of action, whether it's you blowing up the container in the beginning, or another ship shooting you" when they are still in the tutorials and still being taught further aspects of the game.

Or how they could think that they've done something wrong when the mission instructions clearly state what is about to happen.


I actually don't disagree, but I think this deserves some clarification. For one, I realized I was confusing two of the missions. Here's the actual offender, which a friend of mine ran just yesterday:

There's a mission (basic military arc, I think) where the instructions state something like "Go to this place and check it out." (Yeah, I know. Half of them say that.) When you get there, there's a stargate, and nothing else. A message pops up instructing you to approach the stargate, and be wary of incoming hostiles.

When you get to the gate, some small green clouds appear around it and a message pops up stating the stargate has done damage to you. The cloud expands and the gate continues to do damage. At this point, the friend I'm helping figures out he needs to run. He burns out (he's still expecting hostiles to appear at some point) and the gate continues to do damage at increasing amounts. Unknown to him, he had completed the mission the moment the gate had erupted.

He eventually figured out he needed to warp out, but instead of "Wow, that was unexpected. Cool." it was "Er... well, I guess I finished it." As I write this, I'm realizing that I've actually completed a lot of missions by "accident" like this. Maybe a "Mission Complete" notification front and center is warranted. (Apologies if any of this is fixed on SiSi. I can't get to it just yet.)

For reference, said friend is very intelligent. He actually told me later about some random container with goodies in it with a drake sitting not far off. Without even knowing about the flag system and "free stuff" scams, he figured out what was going on. I think he'll do well. Big smile

Occasionally plays sober

Tara Maroo
The Harem
#151 - 2012-07-21 05:15:33 UTC
The Big Lebowski wrote:
Yuriko Deathstrike wrote:
I dont know if the OP is complaining that the tutorials are too hard, or that the tutorials are too hard for a task that is so simple.

So why do you respond if you have no clue what i am talking about?

It seems to me that some people here in the forums just love complaining about the complains of other players. And by the way i am not complaining about any core elements of the game. I just complain about the first hour of EVE and what i have been presented. ownd.



You're just like a snobby teenager, enjoy rage quitting when you are lost and no one wants to interact with you due to your **** attitude and unwarranted self importance. Whine more baby boy
Jett0
Ministry of War
Amarr Empire
#152 - 2012-07-21 09:16:18 UTC  |  Edited by: Jett0
ISD Athechu wrote:
Just as something to let all of you know. If you haven't checked it out there are a lot of changes on the test server Sisi with the tutorials and they look good. Might wanna check them out so you can give more feedback.

If you don't know how to get onto Sisi

http://wiki.eveonline.com/en/wiki/Singularity


Just got done with a test Minmatar character. Wow. "This is an enemy ship (not as good as yours)" was pretty awesome.

All feedback I have is extremely nitpicky. Not fixing these won't end the world, but here you go:

* Not that it matters for a civilian module, but the tutorial never told me to turn the shield booster off. In fact, I don't think cap management is ever mentioned.

* Under "12. The Next Mission", the popup pointing at the Agent Missions menu had no text. Speaking of which, is there a way to remove the menu entirely? (Not the "hide" button)

* Under "15. Basic Combat", you're instructed to right-click a target that's out of targeting range, a concept that's not explained. Obviously, the option to lock doesn't appear, but because of instant aggro and "target back" (again, not something that's explained) you end up with a lock without actually following instructions. For the sake of consistency, I would argue it's now time to have "target back" default to zero.

* (Opposite scenario) Under the same section, the weapon button is highlighted with a popup, and rightly so. In my opinion, the feature where you click the weapon module and then lock needs to go. It's not how the tutorial describes the process of locking and firing. I've only ever seen new people get tripped up by it, and I could see this section being confusing if the weapon is clicked before a lock is acquired (again, the button highlight grabs more attention than the tutorial window, especially with a hostile bearing down on you). I don't think it's widely used anyway, if YouTube is to be believed.

These minor issues aside, I just want to say well done. This is by far the best tutorial EVE has ever had.

Occasionally plays sober

ISD Athechu
ISD STAR
ISD Alliance
#153 - 2012-07-21 18:33:09 UTC
Jett0 wrote:
ISD Athechu wrote:
Just as something to let all of you know. If you haven't checked it out there are a lot of changes on the test server Sisi with the tutorials and they look good. Might wanna check them out so you can give more feedback.

If you don't know how to get onto Sisi

http://wiki.eveonline.com/en/wiki/Singularity


Just got done with a test Minmatar character. Wow. "This is an enemy ship (not as good as yours)" was pretty awesome.

All feedback I have is extremely nitpicky. Not fixing these won't end the world, but here you go:

* Not that it matters for a civilian module, but the tutorial never told me to turn the shield booster off. In fact, I don't think cap management is ever mentioned.

* Under "12. The Next Mission", the popup pointing at the Agent Missions menu had no text. Speaking of which, is there a way to remove the menu entirely? (Not the "hide" button)

* Under "15. Basic Combat", you're instructed to right-click a target that's out of targeting range, a concept that's not explained. Obviously, the option to lock doesn't appear, but because of instant aggro and "target back" (again, not something that's explained) you end up with a lock without actually following instructions. For the sake of consistency, I would argue it's now time to have "target back" default to zero.

* (Opposite scenario) Under the same section, the weapon button is highlighted with a popup, and rightly so. In my opinion, the feature where you click the weapon module and then lock needs to go. It's not how the tutorial describes the process of locking and firing. I've only ever seen new people get tripped up by it, and I could see this section being confusing if the weapon is clicked before a lock is acquired (again, the button highlight grabs more attention than the tutorial window, especially with a hostile bearing down on you). I don't think it's widely used anyway, if YouTube is to be believed.

These minor issues aside, I just want to say well done. This is by far the best tutorial EVE has ever had.


Yeah just remember it's still in testing. But it's good feedback to give :)

ISD Athechu

STAR Executive

EVE New Citizens Q&A Resources

Helping Players Since 2011

Django Returns
Viziam
Amarr Empire
#154 - 2012-07-21 21:49:11 UTC
Tara Maroo wrote:
The Big Lebowski wrote:
Yuriko Deathstrike wrote:
I dont know if the OP is complaining that the tutorials are too hard, or that the tutorials are too hard for a task that is so simple.

So why do you respond if you have no clue what i am talking about?

It seems to me that some people here in the forums just love complaining about the complains of other players. And by the way i am not complaining about any core elements of the game. I just complain about the first hour of EVE and what i have been presented. ownd.



You're just like a snobby teenager, enjoy rage quitting when you are lost and no one wants to interact with you due to your **** attitude and unwarranted self importance. Whine more baby boy


Why so mad? It seems to me that you are a typical sheep, who got used to a specific way of doing things. You fail to improve or adapt? Maybe its time to use your brain for critical thinking?

It is better to suggest 10 ideas, where 8 are crap, than to be silent and think that everything is fine.
Horace Nancyball
The Whiskers of Kurvi-Tasch
#155 - 2012-07-22 10:27:20 UTC
Hey! Don'd diss Aura. She's a hottie.

The Big Lebowski wrote:
I heard that the game is deep and complex, but this tutorial is just complicated and boring. How about that lady starts talking and gives some hints where to press on the screen to open that inventorywindow.... Cant open it... WHERE is it?


So you've heard EVE is "deep and complex" and yet expect to be taught everything there is to know in an hour? Here's the thing, "deep and complex" remains difficult and enthralling for years. I've been playing for six years or so and still don't have a clue about much of the stuff in the game. Any game that becomes "easy" after a couple of hours is an EASY game. EVE is popular with a particular type of game player because it remains challenging and you will never feel that you know it all. I fear you may not be such a player. However fear not I hear CoD is still recruiting.
Sara Seraph
Sara Inc
#156 - 2012-07-25 06:09:24 UTC
When I started, I was completely lost - no real gaming experience before. So some of the veterans tend to forget what it is like being brand new.


It was not the tutorials - which are much better now - that has kept me around, but those first few helpful actual players I met.

I must have been extremely lucky. They showed patience and took time to answer all the myrid of questions I had, such as moving, jumping, reading a map, what the overview does, how to find items in my assets window, etc, etc, etc

Only once the absolute basics were understood, could I begin to look out and grasp the opportunities available in EVE.

So I give thanks to those gentlemen. *curtsy*
Desmond Robinson
The Scope
Gallente Federation
#157 - 2012-07-27 01:51:40 UTC
The Big Lebowski wrote:
All posts, which sound like:
* you just dont get it
* this is eve, not World of Warcraft
* it takes time to have fun and see the beauty of EVE
* eat it or starve

can be treated as spam.
I am talking about the first hour of EVE. Nothing else.

Quote:
What the OP needs to realise that this game differs very much from other MMOs to a point where your vast x years experience with [insert 5 different MMOs] means absolutely nothing. Partially because this is effectively an old school MMO and doesn't cater for the "COD crowd" and mostly because it's so frecking complex you NEED it to be explained to you slowly.

I do not see any complexity in the process of getting from point A (station) to point B (ship) to get into my first ship. The task is trivial, but the way how it is explained and presented is complicated and not appealing. One should not confuse complicated with complex.

And the point is: This is just the first hour with the most trivial tasks to do. And yes, i really wrote down every thought/action that was not clear within the first few moments. I mean, how are really complex tasks and situations going to be explained? Well i saw it 10 minutes later. I did the first few scanningmissions and there i was like: REALLY REALLY, You want me to do the same annoying thing like 4x?? Really??? There were like 5 different anomalies which could be found in the exactly same process, but i had to repeat them....

WELCOME to EVE! ( http://youtu.be/c0M7jkv3xkQ )

So I decided to find the "New Player Experience" thread and post a link to some videos I wish I'd had when I started. I found this thread so here we are! See below.. wish I'd had watched these before I ever began.
http://youtu.be/iUlXAK16fr0
http://youtu.be/QlfbaRfuORI

Yes.. be glad you didn't get killed as one of your first experiences in EVE. I do remember feeling the same way though.. the new user interface could use some love. So check out the videos, and I hope the New Player Experience Team can incorporate them somehow, because this author does a great job with a simple explanation to explain everything you see when you first start the game.

I sent the first "10 things" video out to any of my friends I wanted to get interested in EVE. EVE is not for everyone. Enjoy!

Discova
Nexgen Industry
#158 - 2012-08-03 13:43:08 UTC
Eve is all about patience and planning. It is highly complex and needs to be explained.

People who expect everything to be easy and handed to them in the first few minutes is not going to like this game.

Eve is unforgiving and brutal and is the reason why it has lasted as long as it has. They don't cater to the lowest common denominator nor whiner. They seem to have a firm grasp on their product's scope and vision and are true to it. (Disclaimer: That is not to say they haven't had their slips, like the clothing and goggles but I digress)

Be patient, learn from your mistakes and you will enjoy what Eve has to offer.
CCP Sisyphus
C C P
C C P Alliance
#159 - 2012-08-03 14:52:05 UTC
Jett0 wrote:

//snip nice feedback//
These minor issues aside, I just want to say well done. This is by far the best tutorial EVE has ever had.


Thank you! Lot of efort was put into these changes, and we're hoping they will make a positive impact :)

CCP Sisyphus | Team TriLambda | Team Klang | @CCP_Sisyphus

Magnus Sumock Lynx
Perkone
Caldari State
#160 - 2012-08-06 17:41:10 UTC  |  Edited by: Magnus Sumock Lynx
I thought I'd share my experience so here goes. I had never heard of EVE until yesterday.

I had trouble with the game initially until I stopped and started paying attention to the tutorials. I was able to finish all of them in about two hours and then get started with the career agents. The tutorials were very helpful. You just need to pay attention!

The only thing that got me was the last tutorial mission. And that was because I wasn't paying attention! "Always remember to LOAD your cargo before you undock, warp and jump!" :-)

This is the game I've been looking for. I was looking for an online game that had the feel of Privateer/ Righteous Fire and decided to start looking around. I wound up here. Cool