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Title: Star Traders: Frontiers
Genre: RPG
Developer:
Trese Brothers
Publisher:
Trese Brothers
Release Date: 31 Jul, 2018
Minimum:
English
I keep wanting to get into this game but it keeps pushing me away. Do NOT play this game on higher difficulties if you're not trying to do rogue-like dead-end runs. You can go from doing reasonably well to dead-in-3-rounds without it even being weird after a while. There is NO incentive to play through a failure as they seem to be entirely punishing, I don't even think your (surviving) crew gets XP if you have to run. A short string of bad luck will end everything, there isn't any reason not to save-scum, and I'm pretty sure the RNG has it out for me personally. Also I kind of wish you didn't (seem to) only run into enemies matching your level or higher.
On the positive side, the writing\/story is kind of decent and the card-game style gameplay is not bad. Having to dig for feedback in combat kind of sucks but aside from the random "lol you died" round where every shot nails a pilot you generally know how well you're doing.
Overall, I have pretty mixed feelings. I can't really recommend it to anyone that isn't already looking for it right now... but I'm sure I'll keep trying it and maybe it'll click.. In short, this is a mechanically constant role playing game that scratches the spaceship itch. It scratches it well.
\tThe game utilizes a system of dice pools to determine outcomes. These dice pools are dozens of dice, with character choices adding to dice pools dependent on build. This system is the bases of the entire game. Each event, from the ability of the ship to dodge a random navigational hazard to the ability of your quartermaster to dodge a grenade, uses the dice pools of a dozen or so skills.
\tThe focus on the dice system is clear. The statistics of the dice pools are polished, and the outcomes seem fair and within the capacity of the player to change. The desire to push your fortune, and get lucky on the edge of the bell curve for a bounty of credits is ever-present, as is the risk of spectacularly bad luck necessitating the player\u2019s direct problem solving skills.
\tIf you want your spaceships grandiose and set in a new IP, Star Traders delivers. The lore, like the dice system, builds off previous Terse Brothers games. You are the captain of a ship, and this game emphasizes the social aspect of that role. Crew management, clever crew job assignments, and finding new contacts with powerful abilities in the ports of the universe are the focus and forte of the game.
\tThe game has a difficulty slider, but a strong incentive to play at a high difficulty. More difficult settings have little immediate effect. However, as difficulty increases, the odds become greater that any given encounter will be one of spectacularly bad luck. At these times, the difficulty seems oppressive, the ship upgrades at the starports expensive, and the progress towards the next skill slow and inefectual. Still, this is at lest consistent with the setting. Being an independent Star Trader is very hard, sometimes very short, life.. I couldn't tell whether I would like the game, but decided to gamble on it. Nearly 200 play hours later, I can say with certainty that my gamble paid off amazingly.
WHAT I THOUGHT IT WOULD BE:
A blend of roleplaying and economic gameplay, with some exploration, some class progression, and a lot of buying and selling.
WHY I WAS ORIGINALLY WORRIED:
A lot of games promise to be what I thought Star Traders promised to be, and most of them do something to break what ought to be an easy concept to perfect. Sometimes the world and options are just small and limited. Sometimes the economic model makes no sense. Sometimes the classes are poorly differentiated or the progression is perfunctory. Sometimes the game balance is skewed, usually so that bizarre difficulties begin to accumulate and only affect the player. (e.g. suddenly the Caribbean is overrun with dozens of unstoppable pirate fleets, but everyone else seems to be thriving unencumbered....) Usually though, games just never live up to the promise.
WHAT I FOUND
Star Traders Frontiers is in fact exactly what I thought it would be, and its a lot of fun! And it's fun in even more ways than I originally expected. It's fun to trade. It's fun to advance characters and try different combinations. It's fun to upgrade and try new ships. Its even fun to explore planets and salvage wrecks. Even the crew combat is a fun little minigame, and it doesn't feel tacked on.
PROS
- Lots of different character options. There are only a few that you can select to start, but the ability to choose multiple jobs (cross-class) for your Captain lets you explore the full range.
- The classes are distinct and most are useful. There is some overlap between the various jobs (classes), so that a couple jobs have some essentially identical talents among their choices, but the rest of the choices are unique and flavorful. Being an explorer gives you a very different character than being a bounty hunter, for example.
- Lots of different goods and trade interactions. There are patterns that let you guess good trade routes, but enough variety within the consistency that you can really dive into being a merchant if you want and make a lot of money.
- HUGE galaxies to explore. Even when you start on with the standard galaxy, there are lots of sectors to learn and planets to visit. The various planets don't exactly have personality, but their arrangement in systems and different markets make them another element of the game that it can be exciting to learn.
- Fun strategic fights. The ship fights and crew fights are engaging turn-based challenges, and because they're based off of upgrade choices for ship and crew, you can really feel like your choices in progression affect your performance.
- Lots of playstyle options. If you want to focus on fighting, you can. If you want to focus on trading, you can. If you want to manipulate faction politics by spying and doing missions, you can. If you want to find and fight alien monsters, you can.
- Super Active Developers. They respond to comments. They update the game, sometimes multiple times a week. They add new content.
CONS
- The card mini-games can be frustrating. These are used for patrolling, spying, blockading, exploring, salvaging, smuggling, completing missions... You'll see them a lot. You draw five cards that show you potential outcomes, usually some good and some bad, and then four of the cards disappear randomly. You have talents that can remove, re-draw, or replace one of the cards, but you can only use one talent at a time. If the talent replaces one bad card, you're often left with several bad options remaining. If a talent adds a good option, you're pretty likely to not have it picked. It's all very random, and whereas the rest of the game you can feel like your progress improves your performance, in the card mini-games you're pretty much left with luck.
- Almost everyone is corrupt and desperately wants to hate you. You'll run across a lot of other ships in your travels, and if they're from another faction, they're likely to lower your reputation with that faction just because you passed them in space. Your options are either to bribe them--which is prohibitively expensive sometimes, especially in the early game when reputation is most important but money is most scarce--to let them wreck your crew morale and possibly cause you to fail any mission you're on, or to spend precious talent choices on abilities that will mitigate but not remove the problem. It's enough to make a person take to piracy: if they're going to make a faction dislike you, you might as well loot them first.
- Not all play styles are created equal. I would very much like to play an explorer who just explores, but it's crushingly difficult because of the constant crew fights and alien attacks, then it's impossible to sell any of the relics or trade goods that you find, and every time you return to civilization anyway your unhappy injured crew deserts, sand replacement crews never level enough to survive an expedition without becoming unhappy and injured.
OVERALL
Don't let my wordier cons dissuade you. After all, I've played the game for nearly 200 hours already and am about to take another stab at playing an explorer. It's a lot of fun. For the price, it's a tremendous value.. Great game as it stands, but with so much potential to be much better! Feels a bit like Mount & Blade in space - but with more dice rolling and no real-time action.. If you've ever played Space Rangers or similar games, this game is the current state of the art in the free-roaming-with-story space trading, fighting and politics genre. Trese Brothers have outdone themselves here.
The basic game cycle is built around a reputation engine that dictates how much you can interact with the many factions in the game. In turn, the factions are interacting based on a major background situation that periodically shifts, reshuffling the game in various ways. Your decisions have immediate and long-term consequences.
You are a Star Trader - a Pirate, Trader, Smuggler or some other archetype you design, and your skills are paramount when events occur. You'll hit a few events on a simple trip between two planets in a quadrant; long trips will have dozens of skill checks and effects from making or failing each. You have a small corps of officers, whose skills apply in many situations, and then there are the crew, whose skills relate to the operation of your starship, and soldiers, who live to fight in face to face four man combat teams. All of these can be customized extensively, and equipped with various types of gear to enhance their performance. They have minds of their own, too, and can break down or jump ship or otherwise fail when you need them. You and your officers and crew learn new skills over time, and your skills improve with use. The game is in some senses a space-based RPG.
Your ship is a carefully curated collection of parts which you will enhance over time, and eventually replace with an even bigger\/better\/faster\/stealthier\/more cargo-space new ship, whatever you need and can afford. Your ship characteristics work with your skills to provide bonuses or maluses for combat, or just for the daily events of space travel - radiation storms, crew disagreements, parts failures and leaks, and so forth. It's your life, really, so you need to take good care of it.
Combat is based on ship encounters, typically. You'll have to either escape, or close range to deploy your combat team. Combat is abstract and turn-based, but quite exciting, with a lot of options (based on skills) and effects. You can specialize your ship and soldiers\/officers for the type of combat you prefer.
You will take on missions from various Contacts, ranging from powerful Merchant Princesses to low-life weapons smugglers. Your Reputation affects your ability to develop and maintain contacts, but you can run missions for them to improve your rep (and possibly damage it with others in the process). Missions are a great source of cash in the game and there are many different kinds, each leading you off on an adventure.
Missions can be straight up deliveries, or escorts, captures, kills, spying, blockading, exploring and the like. The latter three have their own mini-games, based again on your skills and a card system that sets up encounters in the mini-game, which could result in crew or ship damage or benefits, or even deaths or combat.
The overall effect of the game is to put you into a living, breathing universe, to take on the role you want to have while things happen around you. You can be an influencer, and work with the powerful to change the game world, or you can let that part of the story go and concentrate on trading. Or piracy. Or exploration, or spying, or freelance military work, assassinations, all sorts of options present themselves as you go along.
Trese Brothers are unique in that the game has been updated with both bug fixes and new content several times a month for years now, consistently and in a deliberate expansion of both the game content and systems. Even after release, this cadence continues and major systems (like Fighters and Carriers, and major story cycles) have come in. Star Traders: Frontiers is an incredible game and an incredible value, with continuous enhancements and great replayability. I recommend it highly.. The fact that a game in 2019 forces me to slog through an entire fight before I'm allowed to re-load a previous save? Nah.
Don't get me wrong, it's a pretty great game. But dumb design decisions get an auto non-recommend from me these days. I've got a finite amount of time on this planet and I'm already wasting it on video games, don't make me double-waste it like this.. 150 hours of enjoyable experience and I do intend to play much more.
If you are looking for a slightly more casual, 2D version of singleplayer Eve Online, you've come to the right place. Excellent sandbox style gameplay set in space with all the glory and horrors of economy, politics, exploration, backstabbing, espionage, hunting, and of course, piracy. Oh, did I say horror? Xeno lifeforms chasing you down is only a small faucet of it!
Star Traders: Frontiers (some will refer to this as ST2) brought back all the great but distant memories I had when I first began Eve Online in 2010. I've been mostly a PVP player over those years but this game shares a lot of its charms. Like Eve, your choices in Star Traders have consequences. Balancing through risks and opportunities is not for the faint heart so do expect to perform some mental gymnastics in what you do.
This game have been constantly updated and I am happy to see the devs keeping up their good work. Drop by at their forums for suggestions and questions as they are very talkative and willing to listen to you carefully.. i've enjoyed my time playing this game. It is unforgiving on harder settings.
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