
Once a certain level of proficiency had been reached, players began to learn to cut corners where possible in order to enhance their wealth and the strength of their ship. If your ship jumped into a sector in which a conflict was taking place, odds were that you'd need to purchase defensive upgrades to at least survive and limp away from stray fire in order to jump to a safe sector. Ship upgrades, once saved for, allowed players to forge deeper and act more independently. With that, players learned how to use the trading routes to their advantage. The necessities of the game presented themselves fairly quickly: Prosper or die. From there, they could become just about anything they wanted to be as they explored an almost impossibly large universe. Both simple and epic in scale, the player started with next to nothing save for a nigh-useless shuttle and an almost laughable amount of money to their name. Mix space drama, action, strategy, terrific graphics, realistic sound, all the customization of a role-playing game, and an intricately threaded story and you had Escape Velocity. During the midst of the job, a friend made the mistake of showing me Ambrosia Software's original Escape Velocity. In the summer of 1996, after a senior year project of revamping the local water company's Web site, a summer position opened to bring the latest and greatest web technologies of the day to the site (read: frames, blink tags and mail links). It probably shouldn't have begun the way it did.

Tutorial to explain game mechanics to first time players.

Competition based on observation rather than action.Simple controls: easy to learn, hard to master.“Walk like a robot and punch like a human!” Blend in the crowd of AI characters, hunt down the other players and use the many different environment specific rules to win the game. Unspottable is a competitive couch party game for two to four players. To play online use services like Steam remote together or Parsec.
