@CaptainKal
Not much differences yet to an alpha31 release except:
- You start in a random selected system and not in Sol not even close to (usually), it is the basic part of my idea to have a sort of general mission to find back home, even if that is no must i expect anyone will like to find Sol. The systems vary from "shit to start" to "perfect", means; "shit to start" is a single sun system like Sol with short distances between the mission targets, short distance equals to less income for each mission and to many repeating missions until you only can afford a lousy autopilot. "Perfect" mans a system with distances above 1000 AU this will give you the 1400 credits you need for the autopilot right after the first completed mission which is on the other hand not that easy, learn to maneuver your ship manually, this is task no. 1, and to be honest even i can fail i do miss sometimes the "Lagrange point" which is in my version vital because fuel consumption and overall capacity of the ships is tight, if you overshoot you won't have enough fuel to return, if you are to short you are most probably to late. Even if Phoenix is far from reality this brings a little bit of realism to it, manage your fuel consumption. Mission time is tight calculated sometimes to tight also here your experience is requested to know how long it will take you. In effect when you play it for the very first time you will have to experiment with this first, find out how much fuel and time you need for a given distance. However it is no longer a static value of 40 days because this is far to long for a short run to a moon or sister planet and to short for distances above 1000 AU. It took me some time to elaborate a working function for the logarithmic behave of the travel time and it's still not perfect but works quite well in the range of some 100'000km to 1000 AU, probably a mission time of 3 hours for a run to a orbital station seems to short but it isn't, however everything is better as static 40 days for all recently this i only added to interplanetary missions, i have a bit problems to calculate the distance of a target system, it's planned together with the interplanetary taxi missions which are still missing but would be important to make quicker cash at start.
- The ship, you start with a lousy shuttle with nothing except 100 credits, there is near to no way to bargain with equipment or ships. Recently i added a damaged version of the starting shuttles which is a little lower in price but a difference of 50 or 100 credits won't make you rich (Yes the damage is to see, it is in general a failure of the ships electric circuit which is represented by a flickering of the lights and something flashing inside the ship, no it is no big performance hit in fps as i found out most problematic is other dynamic stuff and not a changing of materials billboard lights or local lighting, models can vary much and sometimes i'm not even sure why, worst are my scripted geometry models which i now exchange one by one with wavefront based models, this allows me to add a lot and it's still better in performance, the last model i made i even started without a level of detail and what do you expect? best framerate of all - hmmm.... nonetheless i made the tedious work to add a proper lod to it). Also the Shuttles vary now more in specifications, it is possible to finish missions with the "Space Taxi" but it's by far not as good as to use the "Towboat" since the Taxi has most space reserved for the cabins and highest hull mass while the Towboat is exactly vice-versa and has the lowest hull mass in the shuttle family. Taking a mission which uses up two tons of cargo capacity can prevent the Taxi from completing such a mission since you can load only 5 tons of extra fuel, equipment or cargo, the 5 tons are meant to be reserved for equipment, a Taxi is a Taxi and no multipurpose ship.
side note: it is possible that i will prepare this or that ship for the recent "Pioneer" release since i started the converting to meshes it won't matter much in what format i export them, i already thought of this possibility and planned the models so i can re-use them, but this has no priority to me except one comes along and says "can u please..." then i can - just keep in mind the restrictions of the (not so) SGM are heavy compared to what i can do with the script, it simply means less visible to exchange parts such as the sensor phalanx of my ships or the pilot, standard weapons and sub-models which won't fit at all, even restricted animations in the for games unsuitable collada format, it has just no flexibility and is meant for web presentations and architecture and not for games. [spoiler title=You can't eat soup with a fork] Collada is in general a html script, though it won't be far from from any other script such as lua just i won't edit the machine made collada html neither it is good, but to make only a working conrod and export to collada is almost impossible, nah ok it is possible but it takes more time to set the animation up for an export to collada as if i have to script the same animation in lua, while using the matrix animation of "X" simplifies all a lot, i don't have to care and can use links and constraints, it even respects the artificial gravitation and all will be exported proper by pressing of a button - anything is better as and if back then the decision would have been "X" then i never would have argued - this is the format for games and everything is planned in them only for this purpose - things which hardly existed in the '90s like "soft meshes" which calculate their own lod, seven texture slots of which we still use not all (diffuse, specular, ambient, bumpmap, still three are left for future purpose whatever that might be), but they have already thought of all that what was to see what could be of use - while on the other hand you can't display a rotating preview in an icon with "X", for this is collada, not only but as one can see ideal for web presentations, it neither needs a special software it is all html (OSX displays the preview in the icon for collada meshes, sometimes it can fail and then it displays "connection lost" well i've also lost the connection to it

). I'm proud to be no specialist, but the tools are in general specialists, a hammer won't work well as drill and vice versa. I guess wavefront is the oldest format (1974? something like that), but in general each mesh format is the same a vector list, a normals list, a texture coordinates list, list of the the polygons to draw if that is wavefront, virtual reality meshes, direct-x, whatsoever this doesn't changes and imho the simple table of values is always to read by any OS, it's just a list of values often in text format, to say that wavefront or vrml i can easy read out on an AMIGA and it will display the mesh the same, collada html not easy - platform independent? not really as i guess.[/spoiler]
This means for the player a lot of work until you only can buy the autopilot and then the bore really starts, make cash for a ship which will bring you out of the starting system since the interplanetary shuttle series can't have a hyperdrive.
To lower the bore i added a couple of fighters which are good in price but not what one likes to get for something else as fighting, the ships are specialists and will become more and more specialized in future.
Which brings me to ship specifications, to have a system behind i use a couple of functions to make it easier and even better lined up, such as a thrust calculator which calculates the to expect thrust for you on either mass; tara, netto or brutto but best is to keep one so you will know in advance how the ship will turn out. For the fuel consumption i use a table which requests the drive type for fuel consumption, i decided here for a table because this will allow you to enter in the table non linear behave of the drive classes, recently i changed all a bit and vice versa to my previous release i now lower the consumption as larger the drive is, in steps of ~10%, while for military drives the behave is vice-versa larger drives use more fuel. Ship-cost is calculated based on two values "mass" plus "drive", again for mass one can use either tara netto or brutto as base and add the cost of the drive which is only a percentage of the total cost but adds in a simple manner a few credits to the cost (looks more reasonable as i.e. a straight 10'000 which then turns to 9'900 or 10'100). Recently i use the tara mass (hull + fuel + mounted drive) until i used the brutto mass (tara + netto). One could even use the netto mass, while i have the impression that it is isn't as useful, brutto mass leaded to high costs, while the recent use of tara mass is quite balanced. Even for the "angular thrust" i use a small table of three possible mutilpliers, factor 1 is meant for carriers (depending on the ships visual thruster setup, if a ship has not many lateral thrusters it won't have a good angular thrust usually, as example a ship like the FE2 ASP Explorer, it has only a single thruster in each direction such a ship will have bad lateral thrust and even a worse angular, in fact hard to imagine how this ship maneuvers at all with so little thrusters, but just as example i don't have such a ship with so little visible thrusters even if an ASP clone is on the way it will have a full setup), factor 2 for multipurpose ships and factor 3 for fighters, again the table allows to enter here non-linear multiplication values since this needs some experience to find out what is useful (not as much as what is reasonable, this i don't mind here ships should have weaknesses), more as three multipliers won't make much sense to me here. The good thing is once you elaborated something working you can use this for all ships and it simplifies the set-up a lot further one can say it auto-balances them since i use a compliant system.
Usually my ships have a small fuel capacity and i expect that a player knows how much extra fuel he will need and where the balance is between load and consumption, because it's no said that it is always better to load you ship to the rim, sometimes it's fuel preserving and time preserving to load less, it needs experience.
Hint: don't use a calculator - use your guts!
Just one ton more or less can make a big difference on a 1000AU trip.
These are the basic "two" differences and they do make a difference, you will have a goal in Phoenix even if that goal is recently just to get a better ship and to make it to Sol. All this was done without to change a single line of code i just used what is present in a dedicated manner. Or like i say "obstacles make the game - nothing is as boring as a fairway without bunkers".
Perhaps someone remembers the ancient AMIGA game "return to earth" which was a sort of elite clone (in a further sense), the idea to "return to Sol" i adapted from here it makes already a good general task to fulfill. I really liked the game even when it is horrible to play on anything else as a standard A500 without memory expansion (it is to fast else to battle the random flipping around enemies).
Future plans:
The ships will be more specialized one specialization is that fighters won't have cabins and no cargo-bay lifesupport, fighters are fighters and are made to fight and not to carry goods and especially not to carry passengers, for this you will need a "taxi" of some sort which obviously won't be the thing to fight with. This also opens a new sort of mission type "escort", not yet scripted but planned for sure, transporters and taxis will request for escort because they will leak of armor some like the ip shuttles have not even passive. Further i've planned a sort of bonus/malus system, there are good things you can do i.e. to escort a transporter or to explore a planet (can be malus if it is a different faction, already this stands half-ways and Walterar already made the script though you can't finish scout missions to a different faction except your faction you are registered in and independent). Taking a contract for an assassination will lower your reputation which mustn't mean that you will have no offers but as more your reputation will tend to one or the other side as more missions of a sort should appear on the board. I won't need many character points but the ones i have i will use for something, one is enough together with "nil" this makes already two

adding the opposite "minus" makes already three of one - if one uses them instead just to have them. Always keep in mind "zero is a value" in a game, to have no points is a point, based on such the reply will be "oh sorry but you have to little reputation for this escort mission" or "pardon but we need an unscrupulous killer for this mission". One can be enough - if used. I planned to start the players reputation with the first completed mission, this should give you a diploma that you are able to fly a space-ship (quite important to have a sort of medal, "ahhh..."). I've planned to give also medals for "negative" missions such as assassinations, it won't matter what you choose to be good or bad both should be a career and from on a certain point it should not be possible to change this career. Once a Pirate always a Pirate more or less, this is really future music and once i started this i will see what is best.
And, and, and... i.e. restriction of ship equipment based on system crime or population (or whatever), restriction of ship types based o factions, more mission types such as "hunt a space beast" vs. "save a space beast", "repair satellite" vs. "shoot down satellite", in general to each mission should be a counterpart. Linking of missions, generated linked chains of missions, for this i needed to rewrite all, simplify them so i can connect them and for this i will remove the translator it only complicates all uselessly for me. To me it is no question that in 3200 no other language will be spoken as English, perhaps one would prefer Esperanto as world language but i'm pretty sure it will be English, the evolution in this direction started with electronic media is irreversible. Also i like to use the possibility that you can write tables and scripts from within the game, which means that one could explore unexplored systems, name them by choice and receive a reward for it, probably even can expand a faction.
MOST IMPORTANT CHANGE TO ME: GODDAMMIT I NEED A DIFFERENT ARCHITECTURE FOR HOSTILE WORLDS! Skyscrapers on a moon look damned shitty.