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Naevnote  (previously NAEV, or Not Another/Neutron Accelerated Escape Velocity, depending on who you ask) is a freeware PC game and an open-source Escape Velocity clone, set in an After the End scenario in which the sun has exploded in an event known as "The Incident" and created a vast, impenetrable nebula. With the loss of Earth, The Empire (founded out of The Federation) is shattered, unable to keep the Houses under control. Now it's every man for himself as Space Pirates run rampant despite everyone's best efforts.

Naev spent many long years in development, but it was officially released on Steam on July 15th, 2017, which also marked the end of the official development. Outside of Steam, it can also be downloaded here.

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Naev provides examples of:

  • Ace Custom: Aside from the obvious results of equipping your own ship, Great House versions of standard hulls (eg. Empire Hawking and Dvaered Phalanx) are just plain better than their standard counterparts, with larger beneficial modifiers. Pirate versions tend to be more distinctly different (most commonly featuring increased stealth capabilities, but weaker armor) and less closely follow the capabilities of their civilian counterparts.
  • After the End: After a massive incident in Sol system.
  • All There in the Manual: Wiki and forum, mostly.
  • Apocalypse How: Sol suffered Stellar/Physical Annihilation in the backstory, with Planetary/Total Extinctions and Partial Extinctions to most other planets in systems within the blast radius. Ouch. Plus the plagues on Sorom.
  • Arbitrary Maximum Range: Projectile/energy weapons fade out, missiles presumably run out of fuel... yep, limited ranges all around. Justifiable with everything except kinetic energy weapons like gauss guns.
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  • Attack Drone: House Za'lek either doesn't have the manpower to waste on the classic Space Fighter, or otherwise finds them wasteful. So instead, they use squads of small attack drones. Also, the Collective.
  • The Battlestar: Since, similarly to Escape Velocity, you can mount a fighter bay to any ship provided it has enough computer capacity and an empty equipment slot of sufficient size. In general, the biggest, most dangerous ship of each faction (their carrier vessel) tends to be this in its standard faction configuration (though if you manage to buy one, the hull will be empty except for generic core systems, so configuring it as such is entirely up to you).
  • Beam Spam: Possible with beam weapons, which hit instantly. These tend to have quite short range and track targets slowly, so it's not exactly wise to use a pure beam outfit.
  • Big Bad: House Proteron. They're the Empire's one of three Grand Experiments (the other being House Za'lek and House Thurion) on new forms of government that went TOO successful, resulting in a faction that is trying to take the Empire over, after it starts viewing the Empire's shrinking due to House Dvaered and Sirius emerging as the sign that the Empire's time has ended and they, as the ultimate form of government, need to take over. They sabotaged the Sol Hypergate in an attempt to link it to their gate instead so they can launch the invasion right onto Earth, but end up causing the Incident. This being said, the plan is that eventually the player character will be able to help them take over the Empire, assuming you want that.
  • Bio-Augmentation: Soromid's drastic answer to The Plague. Eight out of ten who underwent the augmentation died as a result of the breakthrough, but ten out of ten who didn't died of The Plague. In more modern times, they offer less drastic augmentation, which is much safer, but the more complete Soromid augments are still very risky for outsiders to undergo.
  • Boring, but Practical: The Quicksilver qualifies. Few weapon options, but some amazing passive bonuses. It saves 25% on jump time, and it's fast in-system once you have the Zephyr II drive and two stabilizers, and there's still room for a cargo pod. The time saved means that even most "emergency" cargo deliveries become a breeze, and you can run away from most fights.
  • Brain Uploading: House Thurion did this, though not all Thurions are uploaded.
  • Church Militant: House Sirius. They're not zealous fanatics (and in fact have a fairly healthy cultural elite) but, as the wiki puts it;
    "To the Sirii, faith is what air is to other people. You don't see it, you don't pay attention to it, you often don't even think about it. But without it, you can not live."
  • Crapsack Only by Comparison: Most of the Frontier Worlds are marginally habitable podunks settled by sleeper ships before hyperdrive and efficient terraforming were invented and would probably be considered pretty decent places to live in a harder sci-fi setting. While many of them are not truly awful places or could be made into much more pleasant places to live with newer technology, they have no interest in joining the Empire, which holds such technologies, and as such, their standard of living is far behind that of the rest of the galaxy and they have no capacity to fabricate ships larger than transports or suppress piracy beyond the systems in which they have planets of their own. Making matters worse is that expansionist Dvaered warlords have started thinking that the Frontier looks like easy pickings, and odds are that they'd probably have conquered the Frontier by now if they weren't so busy fighting each other, too. Even if they were brought under the Dvaered banner, and thus nominally into the Empire, most worlds under the Dvaered wind up as Polluted Wastelands, strip mined to fuel the constant fighting between warlords.
  • Death World:
  • Determinator: The Soromid:
    "Sorom was caught in the blast and was rendered sterile. But elsewhere in the galaxy, the Soromid persisted. All Soromid knew the history of Sorom, and they would not suffer to be destroyed, no matter what the universe threw at them."
  • Disk One Nuke:
    • Pirate Bases - provided that you can afford the bribes to get in, which is more time-consuming than difficult, often sell a wide array of outfits and, since they're criminals anyway, don't care if you have the licenses for what you're buying. It's entirely possible to have a Pirate Kestrel or a get a mission to steal a Dvaered Goddard and arm it to the teeth with Railgun Turrets before starting any major mission string.
    • The Za'lek home system - it has four starbases and a planet (plus the Za'lek HQ, but you can't land there outside of their string), which frequently have cargo missions between them. The pay is relatively low, but the trips are short and there is absolutely no risk involved. Put in some time, and you can easily afford high-end ships.
  • Earth That Was: Earth, along with the entire rest of the Sol System and most systems within several light-years, was incinerated during The Incident.
  • The Empire: Subverted, as the Empire seems to be the stablest and nicest government in the setting.
  • Fan Sequel / Spiritual Successor: Meant to be what Escape Velocity 4 might have been if Ambrosia Software hadn't stopped making games.
  • For Science!: House Za'lek and the Soromid. House Za'lek are just scientists who spend all day arguing about what to do next. Soromid had a choice: For Science!, or The Plague would wipe them all out; it was a slow, certain death, or a Million-to-One Chance.
  • Frickin' Laser Beams: Laser weapons shoot slow, Star Wars-esque pulses, which may have slower travel time than physical projectiles, such as railgun slugs.
  • Future Imperfect: An archaeologist in one sidequest theorizes that a skateboard might be a religious artifact.
  • Game Mod: The game is quite moddable, and while there are very few mods yet (in addition to the relatively obscurity of the game there is the fact that it is an open-source fan game in development — stuff that might have been mods for other, basically finished games have a decent chance of just ending up in the official game), that doesn't mean there aren't any (though, obviously, even less finished than Naev proper). Nox Imperii, for example, is set in an expy of the Flandry setting and features a mostly randomly-generated universe.
  • Gatling Good: Several types of Gatling weapons, most of which are quite useful in combat. A decent build for the Pacifier destroyer is two Mk3 Laser Turrets and a Turreted Vulcan Gun.
  • He Knows About Timed Hits: Many NPCs in bars mention keys, as if they used the same keyboard as the player to control their ships.
  • Hero-Tracking Failure: A consistent flaw of beam turrets, along with short range - while projectile turrets have instantaneous tracking and lead their shots perfectly (assuming their target is moving in a constant manner), beam turrets track painfully slowly, offsetting their instantaneous beams and making them ill-suited for point-defense. Instead, beam turrets (and cannons) are mostly meant for getting up close with capital ships and tearing them apart with their overwhelming power (eg. even the best projectile turrets only have half the DPS of the Ragnarok Beam).
  • Hyperspace Arsenal: The equipment that isn't currently mounted will follow the player around, without even a weight penalty. However, without an easy way to switch equipment back and forth, the game would be less fun. The following NPC line lampshades it:
    "Your equipment travels with you from planet to planet, but your ships don't. Nobody knows why, it's just life, I guess."
  • Hyperspace Lanes: As in Escape Velocity, hyperspace travel is restricted to explored links between nearby systems. Naev further restricts travel to jump points (which often have to be found, which may be time consuming in nebulae), whereas in EV you could jump anywhere in a system as long as you were far enough from the center.
  • Hyperspeed Ambush / Hyperspeed Escape: Made respectively less and more complicated by the fact that you have to jump at specific jump points, which act as choke points.
  • Infinity -1 Sword:
    • Railgun Turrets can be acquired with relative ease if you have the financial resources necessary to bribe your way to and from certain pirate bases, and are nearly as powerful, if not as long-ranged, as the Hyperlaser Turret, which is the most powerful non-beam weapon in the game.
    • Similarly, the Pirate Kestrel - it's no match for a Goddard or most House cruisers and carriers in a straight-up fight, and it isn't quite as potent as its non-pirate counterpart, but you can buy it without a license and its special engines (shared with the civilian version) and relatively low hull mass with which to use said engines that aren't rated for larger cruisers make it much faster than its most credible threats. Also, it has an incredibly cool paint job.
  • ISO Standard Human Spaceship: The Rhino transport and Hawking cruiser are pretty much the standard relatively uniform-thickness, geometric, bulky, slab-sided human sci-fi ships.
  • Jack-of-All-Stats: Unicorp offers mid-range components that are neither particularly good nor bad and offer balanced stats.
  • Kinetic Weapons Are Just Better: The Dvaered certainly believe so, and thus use lots of Vulcans, mass drivers, and railguns. From a gameplay perspective, they're not entirely wrong - kinetic weapons are reasonably powerful for their CPU and power demands, but in terms of raw performance, directed energy weapons tend to come out on top.
  • Klingon Promotion: Combined with retirement. Dvaered Generals take a small contingent with them when they retire and become a Warlord governing one or more planets that they 'acquire' themselves, usually by knocking off an existing Warlord.
  • Legacy Character: The Kestrel appeared in Escape Velocity and EV Nova, and now in Naev.
  • Lightning Bruiser: Downplayed - the Kestrel and its Pirate counterpart are very fast for cruisers, especially when loaded up with engine reroutes and stabilizers, and packs firepower no destroyer could hope to match, but it still lags behind other cruisers in firepower.
  • Macross Missile Massacre: The Ancestor bomber is meant to do this: with space for 4 launchers and 50% bonus to ammo capacity and launch rate, it's a surprisingly deadly "small" craft. However, it's the slowest small craft, too.
  • Master of All: Milspec Orion-series central systems offer above-average stats across the board at the cost of slightly higher mass.
  • Master of None: Previous-generation central systems, makeshift hull plating, and cobbled-together engines have balanced, poor stats. The only "upside" is that they're light and cheap, not that their cheapness matters much, since ships tend to come with standard Unicorp core components.
  • Mighty Glacier: Cruisers (except the Kestrel) and carriers tend to be mighty glaciers by default. They can mount massive, powerful core systems that can control and power large and powerful weapons and they can have thick slabs of armor plating that shrug off almost anything lesser ships can throw at them, but only the largest engines can haul their massive bulk, but even the top-of-the-line, costs nearly half as much as the entire hull its mounted on, Tricon Typhoon II engine won't get a cruiser or carrier anything resembling the handling of destroyers or corvettes, and while it's the highest performance large engine, the most powerful carriers and cruisers may overload it and have to use the slower, less nimble Melendez Mammoth XL engine.
  • Mistaken for Profound: One exchange in a bar:
    "It's one of life's great mysteries, isn't it?"
    "What? No, I mean why are we in here, in this bar?"
    • The last sentence is a Wall breaker, too: it hints at the player's actions that made the player character enter the bar.
  • More Dakka: Most of the kinetic weapons (mass drivers, miniguns). Many other weapons (lasers etc) fire several times per second, too - leading to an energy equivalent of this rather than Beam Spam. Furthermore, weapons of the same type ripple fire, thus creating a constant stream of shots.
  • More Criminals Than Targets: There are a literally infinite supply of pirate ships (to be fair, there are also an infinite number of all other ships due to ship spawning mechanics), and the pirates command ships up to and including Kestrel light cruisers. In many systems, they vastly outnumber legitimate traffic that they might hope to raid. Justified in their home systems, as they're coming and going from their base of operations in an area, but they will travel far from there and swarm systems of little raiding value.
  • Multi-Platform: PC, Mac, and most Linux distros.
  • Multiple Endings: Not currently, but the plan is that once the campaigns for the major factions are in properly (as of December 2015 only part of the Empire campaign, and much smaller parts of the FLF and Dvaered ones are), they'll be mutually exclusive after a cut-off point, leaving the galaxy looking differently depending on which faction you joined up with. The stories are supposed to be mostly separate from one another (with Empire/Proteron and FLF/Dvaered being exceptions as having mostly the same basic story as the other side of the pair, but from a different perspective and with a different outcome), although this is hampered by the interconnectedness of the setting and the intended plans for some of the factions (everyone would have to at least acknowledge the Proteron invasion, for instance).
  • New Work, Recycled Graphics: A large portion of Naev's assets, especially Imperial, Dvaered, Proteron, and Civilian ships, are lifted either wholesale or with minor alterations, from fellow open-source project Vega Strike. Sirius, Za'lek, and Soromid and Collective ships, however, are original to Naev.
  • Obvious Rule Patch: The limited Space Friction is obviously a counter to the incredibly cheesy "Monty Python" strategy from Escape Velocity (accelerate to full speed, turn around, and start firing at all your pursuers, who are flying into your shots while you fly away from theirs). By being unable to maintain full speed without actually running your engines, kited enemies will eventually catch up to you. It's still sort of possible with turreted weapons or a very fast ship, but it's less convenient, and turreted weapons tend to require a powerful ship CPU, and most ships that can carry a core system powerful enough to drive a decent battery of turrets are slow enough that they'll be overtaken by enemy warships anyway, while ships fast enough to actually do it with fixed weapons lack the firepower to take down cruisers before overheating.
  • Overheating: Activated outfits, including weapons, build up heat with use, and eventually start to transfer the heat to the ship's hull. When the outfit overheats, it will either shut down or lose performance, depending on the outfit, and if the ship builds up too much heat, it will shut down and have to enter a vulnerable "Active Cooling" state.
  • Proud Warrior Race Guy: House Dvaered. They were originally workers, miners, outcasts and low-ranking soldiers fed up with how things were being run, so they rebelled until they were acknowledged and given what they wanted. Now they fly around in bright red ships and start fights. Usually when it's least convenient for you.
  • Red and Black and Evil All Over: Pirate-customized ships always have a black and red paint scheme.
  • Regenerating Shields, Static Health: For all ships that don't have Biometal Armor or a Droid Repair Crew installed, armor damage is only ever repaired when the ship lands, while shielding regenerates so long as it isn't actively under fire.
  • Required Secondary Powers: Most components need both power and CPU time. The main power plant provides both, and there are several different to choose from: some provide good shielding but poor power and CPU, some provide good CPU power, and a third line provides more power. A secondary line of powerplants provides more of everything but is much heavier, and you need more powerful thrusters to move more mass at an acceptable speed.
    • In a more literal sense, you can buy secondary power plants, should you meed more power than what your primary power plant provides. However, these are slaved to the main computer and take CPU.
  • La Résistance: The Frontier Liberation Front is a militant, illegal (but with suspected backing from at least some individual Frontier governments) group aimed at trying to keep the Dvaered from taking over the Frontier. The Dvaered could have crushed the FLF and overrun the Frontier anyway without a miracle for the FLF, but in-fighting and manoeuvring within the Dvaered High Command have kept the Dvaered from properly focusing on it (as every general wants to be the one to benefit the most from the conquest). There may be other reasons as well, but those are intended to be revealed in the FLF campaign.
  • Padded Sumo Gameplay: Cruisers and carriers are astonishingly durable, even under sustained fire from another cruiser or carrier unless someone is getting in close with a Grave or Ragnarok Beam, which will likely bring them in range of other ships, such a fight can take quite some time, even if all shots are connecting.
  • Sci-Fi Writers Have No Sense of Scale:
    • The Kestrel, a cruiser, has 700 megajoules of shielding with its default equipment. That's approximately the amount of energy released by burning five gallons of gasoline.
    • Crews for carriers are often unreasonably small unless the amount of automation involved in maintaining their fighters and helping keep their crews in fighting shape are absolutely incredible - the massive Empire Peacemaker has the largest crew in the game at 65, and it can operate up to 16 four-crew Lancelot fighters, meaning its fighters may have almost as much crew as the ship itself.
  • Sealed Evil in a Can: House Proteron. They're cut off from the rest of the universe by the Incident's nebula, but since they posses a functioning hypergate, the appearance of newer hypergates leads to the can being unsealed. House Thurion doesn't count since they can get in and out of the nebula just fine, due to their superior armor and shield technology designed to withstand the nebula's condition. They only isolate themselves out of the need for secrecy.
  • Shout-Out:
    • Arrakis in the Dune system, as well as Caladan.
      • Arrakis lampshades itself: the landing description notes that the locals are all talking about sandworms for unknown reasons.
    • Also, a planet called Praxis, belonging to the local proud warrior culture.
    • Like Escape Velocity and Elite before it, the first two combat ratings are "Harmless" and "Mostly Harmless".
    • Dialog in the bar, mentioned above, is almost direct quote from RedVsBlue
  • Sleeper Starship: The means by which the Frontier was colonized, in the First Growth. This is the main reason for the Frontier being a relative backwater, as without the convenience of hyperspace the First Growth colonizers could only rely on telemetry in the Solar System, leaving most of the twelve successful colonies (there were twenty ships sent out, one blew up, two veered off course, three disappeared and two arrived but their destination planets were later found to be barren and without human life) on harsher planets with less resources than those of the hyperdrive-powered Second Growth.
  • Space Is Cold: Averted. Management of weapons heat is part of combat. As your weapons heat up, they lose accuracy, and when an outfit or weapon maxes out in heat, it fails and has to cool off. Weapons and outfits transfer heat to your ship, which radiates it into space. The hotter your hull gets, the more visible you are (which plays out as enemies shooting at you more). You can enter a rapid cooldown mode if need be, which radiates all your heat at the cost of you being immobilized for the duration.
  • Space Is Noisy: Very noisy. If you can't hear gunfire at any given moment, then you're either in the starting systems or the Nebula.
  • Space Friction: As with Escape Velocity we'll have none of that Space Is an Ocean nonsense, thank you. That said, the trope is present in a downplayed form. You can drift in one direction with thrusters off at about 80% speed, but to maintain full speed you need to maintain thrust. (Let go of the accelerate button, and you'll slow down a little and then stay at that speed.)
  • Space Pirates: Complete with black and red spaceships and pirate talk... and Suicidal Overconfidence. Arr matey!
  • Suicidal Overconfidence:
    • The AI has no meaningful capacity to assess threats, and so if you're on bad terms with a faction, they'll always attack you, no matter how outclassed they are or how fearsome your reputation. Even if you command a battlecruiser armed with railgun or hyperlaser turrets that can shred their ship in half a volley, hostile AIs will press the attack.
    • Pirates will attempt to raid much further into well-policed space than would be sane, often resulting in pirate fighters getting vaporized by Imperial patrols the instant they come out the jump gate. For example, Pirates often try to raid Gamma Pavonis with nothing heavier than Admonisher corvettes and up-armed Rhino transports, while Gamma Pavonis tends to be patrolled by Imperial Peacemaker carriers and Hawking cruisers.
    • While the AI does have protocols for breaking off an attack and trying to retreat at about 30% hull remaining, that's often too late to save their ship, and especially in the case of smaller ships, may well mean that there's enough shots in flight to finish the job.
  • Super Soldier / Übermensch: Soromid don't exactly get along too well with the rest of humanity due to their enhanced capabilities and appearance. Or more accurately, the rest of the galaxy doesn't get on too well with the Soromid. The Soromid could care less.
  • Unfortunate Names:
    • One randomly chosen name for pirate targets in bounty hunting missions is "The Horrible Mustache".
    • A funnier one is The Delicious Mustache.
    • One nonrandom example: Pilot T. (Target?) Practice.
  • Wide Open Sandbox: Much like its inspiration, Escape Velocity, the galaxy is wide open as soon as you start, and it's up to you to find something to do, work with or against a faction, and survive the persistent scourge of space pirates.
  • Xtremely Kool Letterz: An interesting visual variant, the title "naev" is written in a way which would look the same after a 180° rotation.

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