mmKay, woudn't want to sound like a complete MA brown-nosed boot licking fanboi, so here's the great leveller: I HATE MA AND EVERYTHING BLAHAHAHHA
Ok, now the equality issue is sorted...
I really like the space implementation, I've done a trip between Arkadia and Calypso, not in a straight line, in a Sleipnir Mk1. Whilst I'm not so sure a vehicle that lets in water should be approved for space, it's great fun and a level of realism I wasn't expecting. Their is a really, really easy way to solve the
issues with solar/galaxy/universe geometry - don't have any traversable environment, and rely on a grubby black screen with a count-down timer. Another way is to have an A to B sequence where the destination is pre-set and you
navigate through what amounts to little more than a tunnel without walls. An even easier solution is to combine the limited 3D environment idea into a 2D sideways scrolling shooter, it'd be 'Entropia Universe - Space Arcade'
Your lucky it's not me at the helm, because I'd have made space awfully big. If you consider how many times you can get across Eudoria from west to east coast then consider the actual size of calypso, the distance between the planets, we begin to see that a 30minute trip would mean an impossible solar system that should have collapsed before it was established.
The current system is a good nod to realism whilst remaining practically fun. Sure you can't travel between planets if you happen to have 5mins to login when you should be earning real money (for depositing
) but that kind of inconvenience means a realistic environment where factors are weighted and decisions made. If everything is quick and easy and perfectly equal in all regards we have a boring system that doesn't reward knowledge or creative thinking. Take for example terminals, one of each kind in every location, with few exceptions, that's lame. We trade, sometimes with good reason, convenience for interest, but Entropia and our experience within is poorer for it.