I dont really envy the position of being a newcomer to SC, i joined 2yrs ago before we had Arena Commander, so far less to get your head around.
Its pretty unfair, but i think the best way to view SC in its current state, is a tech demo with gameplay elements. You cant go into it believing its a game yet, its little examples of how some of the mechanics will work, with far far more missing than present.
Like Humbug points out, cos its stupidly easy not to know otherwise, but B & MMB are important to know, as is V which is a bit like a car gearbox, switching you between:
- Precision (for landing, small movements etc)
- SCM (Space Combat Maneuvers)
- Cruise (High speed travel, very limited movement - like a dragster or w/e).
Being stuck in precision flight, crawling along isnt going to be fun, likewise if you dont know how to quantum travel to the other destinations in the game.
I think the best example of a mission in SC is at Covalex, an abandoned shipping hub. Getting out of the ship, no artificial gravity, so you're EVA'ing into the space station, and then locating recordings around the map. Its weapons free, and its entirely possible that newbies are trigger happy, though ive been in plenty of times and never heard a shot fired and dont think ive ever visited when there hasnt been at least 1 other person who's EVA past me without feeling the need to shoot etc.
If you open up mobiGlas (F9) one of the apps has a list of missions available, and the Covalex one can be found straight away, clicking the diamond should enable the mission and give you some additional information. Likewise, collecting the recordings explains a little more. Its not a long mission, but its not hard to imagine the same sort of mission you'd find in Skyrim, Fallout or Witcher, just set in space, in creepy abandoned space stations, some form of alien creatures possibly hiding in there, maybe pirates got there before you etc.
Its really needs the user to be open to imagining the game using the mechanics available, and creating missions with them, not looking at what there is now and saying if this is it, its crap. Its not asking you to imagine it was good, the graphics werent from 2002, etc, just to acknowledge the examples, and realise they'll be fleshed out and completely different types of stories will be going on, using these and other mechanics.
Same thing with the planetside module, ArcCorp. Not much to interact with, but its an example of one of many varied areas you'd land your ship, hop out, and go walk around, buy & sell stuff, meet someone in a bar to pick up a mission.
Thats why i think its honestly best considered as a tech demo, and an open mind, rather than a game to dive into and spend 2hrs playing every day. You dont need to buy it to appreciate what its building, and there'll be plenty of opportunities to try it when theres more to do, and if at some point it clicks and you see reason to buy, by all means do. Hopefully it at least makes you realise theres something in SC worth remembering it and wanting to come back later and try it again.