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Starsector 0.9.1a is out! (05/10/19); Blog post: Skills and Story Points (07/08/19)

Author Topic: Star traders: frontiers. Interesting crew, skills & contacts mechanics  (Read 309 times)

TJJ

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I've finally managed to get into this game recently, and have been surprised by its depth of mechanics & story - even moreso given it's a mobile game.

I especially like the way they've approached crew & skills, making every crewman feel important, and contacts, making mission givers a vital resource that has to be discovered & nurtured, and trade permits/bans/alliances, so that profitable trade is possible without being trivial.

The scope of combat is obviously completely different from SS, but many of the campaign-level mechanics are applicable & IMHO would fit excellently into SS.

If you don't mind the darkest dungeon-esque combat mechanics, it definitely gets a thumbs up recommendation from me. It's readily available for next to nothing too, on both mobile platforms & Steam. ( I think I got mine from a bundle some time ago)
« Last Edit: August 03, 2019, 12:27:19 AM by TJJ »
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ciago92

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Re: Star traders: frontiers. Interesting crew, skills & contacts mechanics
« Reply #1 on: August 14, 2019, 09:31:33 AM »

Backed the kickstarter and played the original Star Traders. Trese Brothers rock!

Anyways, this isn't just a mobile game. They have an (I believe identical) steam release as well, though no cross platform saving yet. Highly recommend picking it up no matter where you play!

edit, kept reading after the first line: Ah, you are aware of the steam release. Very good lol. Not sure you got this from a bundle though, the kickstarter was like a year and a half ago five years ago next month (HOLY $#!7 did not realize it was that long ago) and the overall release was this year.
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Alex

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Re: Star traders: frontiers. Interesting crew, skills & contacts mechanics
« Reply #2 on: August 14, 2019, 09:36:49 PM »

and contacts, making mission givers a vital resource that has to be discovered & nurtured

Interesting - it's something I've been thinking about for a while; you can sort of see some beginnings of it in the ImportantPeopleAPI, the fact that there's a reputation with individual people, etc... I find the idea that knowing someone can be extremely beneficial (and thus makes you care about that person/contact) potentially really appealing.

But, it's also kind of a design island - or, rather, it would need a *ton* of content to make it work. Like, you have contacts, that's great. Now, what do they all do? Lots of stuff that could go there, but a system like that, imo, requires a lot of that stuff to be in place. So I guess it's less of an island and more a branch to hang content off. There's lots of other branches to do that with, though, that are easier to manage (i.e. don't require so much content for it to be a functional whole), so... well. Still thinking about it, to some degree. Now a bit more than before :)
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