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As for differences: Currently, bigger is always better, there isn't enough tradeoff to worry. Turrets are far more powerful than the originals (or perhaps the direct guns are simply wimpy by comparison). You don't have to move away from the system center to jump, and there is a drive that allows you to jump without a full stop (like the telepaths). There are very few unexplored systems, but just like the original, they often have juicy rewards for fully exploring. There is currently only one full story-path, tying in to the terrorist destruction of the navy's largest shipyard. The latest patches have added several sidequests and random missions.
Also, keep an eye out for a prototype ship that you may recognize. I hear the author is flying one, and you might be able to earn the right to have one as well...
Yeah, I noticed the lack of needing to be away from the system center bit. Rather happy with that from a feature point of view. The biggest difference I see with the early game trading here is that in EV Nova, while for the first two minutes of the game the missions were better, as soon as you make 70K and buy a used Terrapin and start on the trade runs, you were sitting pretty, and (here is the real point) as long as you were doing it right, you couldn't actually lose money. I mean, do something stupid and you can of course...and be careful with your escorts...but here, I start off the game with this mortgage to pay off, and it means I'm losing more than I can make with any trade routes I've found near Earth.
But I can't wait to see more storyline stuff...maybe I can try to make some of my own...
And please tell me that ship is a Kestral. Or a Starbridge.
Also, where are the files I can mod with the universe editor?
http://www.ambrosiasw.com/games/ev/
http://www.ambrosiasw.com/games/evn/
https://github.com/endless-sky/endless-sky/wiki
Some other neat differences:
--When capturing a ship, you need enough crew to kill the crew of the other ship AND still have enough to fly both.
--If you lose crew during a boarding party, you have to pay "death benefits" to their families. This can be a big chunk of money, but rarely so much that you can't profit. For example, boarding an Argosy will often cost you ~2million in death benefits, but the ship itself might sell for ~3-4million.
--You can park ships. YOU CAN PARK SHIPS. No longer do you have to ask the question of "Do I want my flagship to have a bunch of fighter bays and turrets, or do I want it to have a bunch of guns and rockets?" because you can just buy two, or three, or fifty, and park the ones you don't want to fly/escort you in systems with private hangers.
--You can detect nearby systems, even if there isn't a hyperspace link.
--There are very important parts of the map that you can only access once beating the campaign (or another workaround I won't post for the sake of spoilers.) Needless to say, not all roads lead to Sol.
--You can have infinity ships.
--Defensive fleets scale realistically. No need to worry about six hundred ships pouring out of a pirate system at the edge of space. You can claim your first tribute world with a fleet worth 100million or less.
--You no longer need to rely solely on the capital-on-hand. You can borrow money for faster upgrades, which EVN did not support.
--You can plunder a ship's outfits instead of just its cargo/ammo
--Plundering outfits stores them in your cargo, which means, if there's a component that you can't buy, you can scrape it off of a bunch of other ships and then equip them to your fleet.
--You can mod every part of your ship. That Star Barge is too slow? Buy a bigger prograde thruster. That Berserker turns too slowly? Switch out your Plasma Steering for Atomic Steering.
--Whereas EVN had "fuel" and "shields," ES has fuel, shields, heat, and energy. Different weapons attack each of these differently, and different outfits can improve performance for each of these differently. Sometimes you can buy hybrid outfits, e.g. a reactor that also has batteries in it, and save some space.