Ixamyakxim: And I was all set to talk about the fun I had in Interceptor a few weeks back.
Nightblair: Sounds interesting, let's derail the thread!
I like the spirit here!
It was... a pretty fun game actually. I eventually hit a bug (and I probably could have kept playing) but some highlights:
Immediate support out of the box for my modern flightstick. I never could get the hat to work, but rotation along the axis of the stick and in game setting of all (12!) on base buttons worked like a charm!
The overall sim was actually pretty decent. In flight felt a bit weak at first, but a lot of that has to do with the fact that you develop better weapons, vessels, targeting systems and such in game. So what I initially perceived as a "weak" or somewhat "floaty" sim is actually the game accounting for your mediocre starting pilots / gear. You as a player and your skills have some input, but so do the raw stats of your resources.
Because I LOVED the X-Com aspects of grooming your favorite most skilled pilots and slowly researching new tech, this really worked for me. It was a nice balance between player's skill, input and overall research level. If you liked the first Mass Effect, you'll "get" what I'm talking about.
It also incorporated some of the classic "TIE Fighter" power allocation systems, which I really enjoy. You'll constantly be balancing out where you want your cannon, engine and shield recharge rates to be. And you can do the immediate "power dump" into your cannon or shields. All good stuff.
Another highlight for me was the way base expansion worked. You can only expand so far from your existing bases. So you slowly "crawl" outward along a path established by where you built previously. Really felt like setting up forward outposts and remote stations in deep space. Because you can only have so many bases (and they are expensive + time consuming to build!) you'll be scrapping bases that you used merely to inch further into the void. While this serves to artificially "slow" the pace of the game (much like research rates) it was actually one of my favorite parts. Picking out a path to where you wanted to go and explore was a fun little mini game.
So, how's THAT for a solid derail? ;)