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And my issue is that this isn't just superficial. Gameplay feels the exact same way. The game gives me a wealth of systems to play around with, but most of them barely come into play. Missions are all "hook up trailer, travel to place, release trailer", yet the actual travel is mostly cluttered station space, with the actual long-distance segments entirely cut out. That's like a truck sim that's all loading cargo and driving around parking lots, but fades to black whenever you get out on the highway.
I'm not expecting a gigantic No Man's Sky open world - not every game needs that. But it wouldn't have hurt to actually give us stuff to do during FTL travel, maybe stuff around the cab and sleeper. I don't know - it feels like the fun part of the trip happens behind a loading screen while the boring tedious part is all I ever get to see.
Du sollst, mit Deinem Truck, ja auch nur Trümmer aufsammeln .......
https://www.youtube.com/watch?v=yNVe_aiqmXc
This is a much smaller-scale game than that, so the smaller maps are understandable. I think the mistake in worldbuilding, though, was making every location a densely populated one. Makes the entire game feel like city driving, because all we see is the "cities" while the "country roads" get hidden behind loading screens. We could have done with just two or so "populated" locations per sector, where players can trade and refuel, with each holding a distinct truck amenity - upgrade shop, paint shop, etc. Would make planning for fuel a bit more interesting, rather than having gas stations everywhere.
Alternately, we could have done more with jump travel. Rather skipping hours of time in mere seconds, jumps could take a couple of minutes. During this time, the player would get out of the chair and do maintenance on the ship, or maybe balance systems, etc. You know - something to make the actual travel feel like "travel", rather than teleportation. Wouldn't hurt to have a bit more depth to the ship maintenance, as well - stuff like air tanks, cargo nets, actual engine work out front under the hood.
As it stands now, Star Trucker feels closer to a prototype for an full game down the line. Core mechanics are in place, but actual content on show doesn't interact with most of them.
What I really do hope for, there will be a Star Trucker II with more variety in traffic and longer hauls (= true trucking)... the skyboxes ARE amazing and I love every sector, but it feels somewhat halfway done about that, too.
"Driving" the truck, dealing with the very neatly done physics... all these mechanics are really well done - enjoying the game a lot, the pros are way more than the cons, to me.
Agreed. I think people would be less annoyed at the weight station if it weren't such an obvious "real world trucking" insert. In fact, I'd say the game could scrap the random police drone scans when entering a zone, and instead move that functionality to the Weight Station. Rename it to something like Customs Station and you're set. This would do two things:
Firstly, it would cut down on the security checks, meaning players would be encouraged to take risks moving contraband in bulk. Secondly, it would make the "Weight Station" aspect more believable. It would make more diagetic sense to have these AND it would make more sense that they'd fine you for dumping cargo.
But that that circles right back around to my original argument - the "trucking" aspect of this game is the weakest part of it. The developers could have adapted terminology and mechanics to match the setting, but they chose to replicate as much of US trucking as they could. It's why our interstellar craft still measure mileage in the tens of thousands, why our space ships are designed like front engine diesel trucks, why we have smoke stacks, why people talk about "transmissions", etc. Clearly, the primary focus was on retaining as much of terrestrial trucking, rather than fitting the space trucking setting.