Those engine sounds are fantastic. I'm really glad this game is turning out to be better and better with every new update.
For those who are already playing, how does the large scale space travel work? From the videos, it seems it's very similar to the first Elite. You select a star/system, engage hyperdrive when you're not mass locked and you instantly jump to the vicinity of the star. What happens next? You can obviously travel fast when inside the solar system and can get interrupted if there's a ship nearby or attacking you, but in the trading video it seems the player is constantly modifying his speed, probably not to overshoot. So are there some Newtonian physics involved like in Frontier or can you maybe just set the autopilot to make a local jump to the selected station?
One of the things that has always bothered me in space sims is the amount of time you need to get from one system/planet/station to another. Don't get me wrong, I like the feeling of traveling through space, making the whole process a bit more realistic in terms of time spent in simple cruising, but when it's too long, it feels like a lot of lost time on unnecessary things. It takes a whooping 14 minutes for the guy in the trading run video to get from hyperjumping into the system to docking in the designated space station, which I think is far too long for such an operation. In something like Euro Truck Simulator, at least you've got your radio stations, the road, traffic and a changing scenery to liven up the monotonous journey.
Another thing is the trading mechanics, which I haven't really seen in Elite Dangerous (I guess it's not really fully implemented yet anyway). I always find it frustratingly anachronistic to have the ability to hyperjump and having to use a pen and paper or notepad (as in tools outside the game) to memorize prices for every system, compare them and devise a trading route. Freelancer had a simple yet satisfying trading system where the shopping screen would always show you the lowest and highest prices for the selected commodity as well as the optimal selling location based on the buying price of the station you're currently in, if I'm not mistaken. Maybe this is a bit too simplified, but making a gameplay mechanic where you at least need to visit and record the prices for every system and
then have a smart comparison screen would be a useful enough element to make trading actually fun.
I really hope this game achieves good sales and stays alive and updated for quite some time. Btw, here are a couple of webms I made today from the videos posted on this topic.
http://a.pomf.se/gjzvnu.webm
http://a.pomf.se/nydaxi.webm