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KickStarter Star Traders: Frontiers - space sandbox game by Trese Brothers

Discussion in 'General RPG Discussion' started by Taka-Haradin puolipeikko, Jan 3, 2017.

  1. LordofSyn Scholar

    LordofSyn
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    I am one of the backers and have been part of the Alpha. I will be featuring a Let's Play series for this game at launch. It is a very fun game with lots of promise and will continue to get better with each update!

    Sent from my LGLS996 using Tapatalk
     
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  2. Taka-Haradin puolipeikko Prestigious Gentleman Arcane Patron

    Taka-Haradin puolipeikko
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    Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria


    https://www.kickstarter.com/projects/tresebrothers/star-traders-2-rpg/posts/1946335
     
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  3. Taka-Haradin puolipeikko Prestigious Gentleman Arcane Patron

    Taka-Haradin puolipeikko
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    Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
    https://www.kickstarter.com/projects/tresebrothers/star-traders-2-rpg/posts/1976359

     
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  4. SausageInYourFace Codexian Sausage Patron

    SausageInYourFace
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    Not sure if I should be excited already since Trese Brothers will likely improve the game for many years to come, so I won't play it before 2027 or so, but yay!
     
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  5. Taka-Haradin puolipeikko Prestigious Gentleman Arcane Patron

    Taka-Haradin puolipeikko
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  6. Taka-Haradin puolipeikko Prestigious Gentleman Arcane Patron

    Taka-Haradin puolipeikko
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    https://www.kickstarter.com/projects/tresebrothers/star-traders-2-rpg/posts/1990472

     
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  7. LESS T_T Prestigious Gentleman Arcane

    LESS T_T
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    Codex 2014
    Steam page:

     
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  8. Taka-Haradin puolipeikko Prestigious Gentleman Arcane Patron

    Taka-Haradin puolipeikko
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    Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
    http://steamcommunity.com/games/335620/announcements/detail/1456212631333303670

    edit.
    Trailer:
     
    Last edited: Oct 29, 2017
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  9. SausageInYourFace Codexian Sausage Patron

    SausageInYourFace
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    Did Templar style overhead tactical combat get cut somewhere along the way in the production?
     
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  10. Taka-Haradin puolipeikko Prestigious Gentleman Arcane Patron

    Taka-Haradin puolipeikko
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    Probably yes.
     
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  11. Taka-Haradin puolipeikko Prestigious Gentleman Arcane Patron

    Taka-Haradin puolipeikko
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    http://steamcommunity.com/app/335620/discussions/0/1480982338956498857/
     
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  12. SausageInYourFace Codexian Sausage Patron

    SausageInYourFace
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    I could've sworn in the initial pitch they had Templar style combat but maybe I am remembering it wrong (well, the dude in the Steam thread is remembering it too). Probably would've been a bit too ambitious anyway. Oh well.
     
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  13. Morkar illiterate

    Morkar
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    It was pitched like that afaik and I thought it would make perfect sense. Too bad they went with the jrpg combat. Still, I'm really interested in the game.
     
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  14. Taka-Haradin puolipeikko Prestigious Gentleman Arcane Patron

    Taka-Haradin puolipeikko
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    Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
     
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  15. Prehistorik Learned

    Prehistorik
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    Ugh, looks like mobile game with darkest dungeon combat and paper doll animations.
     
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  16. almondblight Arcane

    almondblight
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    I was never in the pitch; if you go back a page you'll see we discussed the combat some months ago. People assumed it was, even after they said they weren't going the Templar Battleforce route and showed screens of the combat. They were thinking of a somewhat more complex system at one point (you can see it in one of the early updates) and a separate ground combat mode, but both of those were eventually axed.
     
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  17. Tom Baker's Arse Learned

    Tom Baker's Arse
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    Spent all last night into the wee hours this morning with ST:F and a bottle of fine Irish whiskey ... the game has enormous potential
     
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  18. Taka-Haradin puolipeikko Prestigious Gentleman Arcane Patron

    Taka-Haradin puolipeikko
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  19. SausageInYourFace Codexian Sausage Patron

    SausageInYourFace
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    Thanks for your immpressions!

    You shouldn't have worries about support, the devs are pretty obsessive in that regard and massively (re)work their games for years. They actively engage with the community (see the steam forums) and frequently implement changes based on that feedback.
     
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  20. Trash Pointing and laughing.

    Trash
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    Bought into EA to try it out. They did a good job with the templar game and showed some good ideas in their Kickstarter and early dev updates. Unfortunately, they axed quite a bit of those.

    During the Kickstarter for instance boarding an enemy ship was described as fighting through an enemy ship to take it over, later on it was described as an even more fleshed out system in an update. And yeah, early mock ups did show a Templar style combat grid. In the EA at this moment it's however just a single TB encounter. Same with ship to ship combat. Earlier versions showed a turn-based and grid styles version. What we have now is pretty much the same as in the first Star Trader and those Smuggler mobile games. And yeah, they did discuss ground combat in exploration/wilderness/story and locations as being basically again as Templars. Anyway, check this to see what boarding combat could have been like.

    https://www.kickstarter.com/projects/tresebrothers/star-traders-2-rpg/posts/1285053

    https://www.kickstarter.com/projects/tresebrothers/star-traders-2-rpg/posts/1110571

    "Star Traders 2 intends to allow the player-Captain to participate in the individual heroics of the battle, and fight compartment to compartment on the enemy’s decks. A boarding party goes for the jugular. Victory is assured if a boarding party can capture the enemy’s Engine Room, storm their Bridge and defeat the enemy Captain, or in a less direct route, disable enough of the Guns and Torpedo bays as to remove the ship’s combat ability. When boarding a ship, you’ll fight compartment to compartment to reach these victory goals. If you board the ship show below, you might end up in the cargo bay (biggest green box). From there, you are two short fights from the engine room. This “path to checkmate” concept within boarding engagements will help keep them focused and fast-paced."

    Planets also looked to be more unique. With city graphics and specific locations and such. Now they turned it into a hub with a few standard locations and whatever contacts you have there. Not terrible at all, but a far cry from earlier dev plans and lacking character. What especially hurts is the lack of any charecterisation. The system they got is just a screen with a number of buttons and feels rather sterile.

    https://www.kickstarter.com/projects/tresebrothers/star-traders-2-rpg/posts/1189788

    "When you land on an urban zone, you’ll first focus on your ship and the nearby Star Port. You’ll be able to examine other Star Traders’ vessels that are in port, and quickly travel to destinations of note -- such as Palace, Exchange, Military Base, Star Port itself, and the ever present Spice Hall. As you learn more about the urban zone and meet its inhabitants, other destinations of note may appear on your map, allowing you to visit a smuggler’s den, black market, or the home of an eccentric noble."

    And no, now you do not see other ships in port. Seems they had a much more ambitious game planned than what we see now. It's pretty much a mobile game with an interesting universe and underlying character system. Game might even become amusing, however it is a far cry from what got me interested in the first place. Now we have something akin to Smugglers or the first Star Traders game. Shame. Will see how it turns out. These guys do have a good track record in providing updates and support. Otoh, when they scale back the basic gameplay systems this much? Ouch.

    Their game universe is a mix of Dune, Warhammer 40K and space opera and cyberpunk in general. Like in the Templars game you played as their version of the Space Marines you now play as their version of a Rogue Trader.
     
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  21. SausageInYourFace Codexian Sausage Patron

    SausageInYourFace
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    Are they stilll essentially a two man dev team? Maybe they can expand one day and make more ambitious projects. They seem to have a lot of creativity and vision. That being said, I don't mind that they combine that with some realism with regard to what they can realistically achieve in their current form.
     
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  22. Trash Pointing and laughing.

    Trash
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    Yeah, they are pretty much a small family dev team. They did have quite a budget for this one but seemingly had to scale down along the way. Personally I hoped for something a bit more like the Goldbox Buck Roger games. What they got now is pretty much the same mobile game as the original Star Traders. Albeit with bigger systems going on in the background. Disappointing even if good enough for a short fun playthrough.
     
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  23. almondblight Arcane

    almondblight
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    Huh? The mock up is a 4x6 grid, and the post it appears in specifically talks about how they decided to not use the Templar system.

    I've been having this discussion with people over the past couple of years:
    A:"Can't wait for this game, it's going to have Templar combat."
    B: "I haven't seen that anywhere, where are you getting this?"
    A: "Here, check out this mockup."
    B: "That's not Templar combat, and they're specifically stating they're not going to go that route."
    A: "No, they're definitely going to have Templar combat."
    B: "Look at the screen shots they released, it's blobber combat, not Templar combat."
    A: "Nah, that's for another part of the game, ship boarding is going to have Templar combat.

    ** Game enters early access **

    A: "Hey, what happened to the Templar combat?!"
     
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  24. ERYFKRAD Barbarian Patron

    ERYFKRAD
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    Bought the game, we'll see how it is.
     
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  25. Trash Pointing and laughing.

    Trash
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    Well, then you were wrong or missed it. Here, some pictures with links.

    [​IMG]

    https://www.kickstarter.com/projects/tresebrothers/star-traders-2-rpg/posts/1110571

    "You can see the Deck maps will be full of detail for top-down turn-based combat scenarios, in which many of your crew will already be manning the ship’s systems in use during battle, while your Captain, officers, and defensive personnel will be rushing to cut off the attackers before they can reach these critical systems."

    [​IMG]

    And from the reached orbital station stretch goal.

    https://www.kickstarter.com/projects/tresebrothers/star-traders-2-rpg/posts/1004492

    Dock your ship to orbital space stations and explore their halls and decks. You’ll be able to complete unique missions and meet the inhabitants face to face. This stretch goal will add an entirely new type of map to the game including features such as repair bays, docking rings, and orbital Spice Halls. Some space stations will be remote science installations with skeleton crew while others are sprawling orbital cities. Not all orbitals will be friendly, as some will be controlled by pirates or abandoned hulks plagued by xeno infestation. This stretch goal will cover additional development required to support the map type, crew and monster AI to support the missions and inhabitants. Orbital stations will have unique artwork, sound effects and atmospherics to bring them to life.

    And for comparison, here is the Templar Battleforce trailer.

     
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