After having read all this stuff about X strategies, I'm starting to think I really should try this game one day. I love space simulator, and I already have the whole serie from GOG, but the few times I tried to start, the interface made me think "uh, well, probably later". And the seemingly huge time investment involved is both a motivator (I love long games) but also an entry barrier.
At least they are really up front about it. Somewhere in the manual for the first X game I got it advises "say goodby to your family and friends."
As to having the whole series...
having it and
playing it are entirely different things. I recommend finding a good play through guide and reading the highlights of the main plots to get the 'history and lore,' but skipping directly to
at the very least X3:Reunion, and even better X3:Terran Conflict. As in many game franchises the UI improves greatly along the way, but each individual step of that improvement is marred by the developers' overpowering needs to 'do something.' So if you go from one game to the next you find controls that worked just fine that haven't really changed, but have been arbitrarily reassigned to a different key "just because." (has anyone else noticed that Bethesda is totally committed to exchanging the 'jump' and 'activate' keys in every release?)
Anyway, by X3 the interface is pretty effective. It's still daunting, because there is
a lot to control and there's no way around that, but it's not a complete nightmare. The really challenging thing about the interface is that from a single seat in whatever ship you happen to be in you have to be able to:
1) Fly your ship, obviously, or at least manage the autopilot.
2) Control directly, or control the automation of, multiple weapons system turrets on your ship.
3) Control directly, or control the automation of, any 'wingmen' or fighting drones that are accompanying your ship, including their weapons systems.
4) Control directly, or control the automation of, as many income generating trade ships as you have acquired that are scattered through the universe.
5) Control directly, or control the automation of, whatever 'military' you have assembled to maintain the security of those trading ships.
6) Direct the construction of, and then directly manage or manage the automation of whatever factories you have chosen to build.
Obviously, the repetition of "or manage the automation of" is certainly annoying, but that's the key issue. The interface is complicated by the fact that it is really a
programming station. If you isolate out 'these are the controls I need to fly my ship' it's actually pretty simple. Even if you isolate out the controls you need to fly your ship and directly manage a couple trade ships it is pretty simple. But to really play the game you will want dozens, if not hundreds of ships, and when you have that many ships you need most of them to be
completely automated, but you will still need to exert a fairly fine degree of control over them. So the multitude of available automation schemes and the ability to program them makes for an immense interface.
The game is full of unexpected results of automation failures. As mentioned, the seemingly simple Mk3 trade software (go forth and find the most profitable deals) coupled with an escort given the seemingly simple 'defend that trader' command through its fight control software will inevitably go horribly awry...without some management of refueling. That means at least one refueling ship, and that needs to be automated lest you spend all your time managing it, and if it encounters a situation that is beyond its programming...