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

LordofSyn

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Nah. Closed alpha so no non-developler let's plays or streams.
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!

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Taka-Haradin puolipeikko

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https://www.kickstarter.com/projects/tresebrothers/star-traders-2-rpg/posts/1946335
Alpha Phase 3 + Digital Artbook

Mighty Captains, Esteemed Backers, Loyal Crew …

So ... Phase 3 launched a while ago! The Alpha Team got P3 on June 20th and their Captains have been sailing across the new galaxies for over a month now. We’re hammering through the last major features required by the game and turning more and more of our attention to polish, gold plating, UX and closing gaps in play, balance and content.

Phase 3
The good news is this that while update is a bit late, Phase 3 has already been out there for a while! The new Phase was officially kicked off with the ability to buy new ships, dry dock ships, and upgrade ships in dry dock. This was a game changer, releasing Captains from a life sentence in the ship they first selected. We followed up by including the game’s soundtrack and the first set of SFX to liven up the experience.


This week, we’ll be release an update with a host of exciting new features. We’re adding Talent retraining to reduce Captain’s stress about making bad choices on learning Talents. We’ve also taken a card from the Cyber Knights playbook and started a major conversion of contact’s services into “ladders” -- progressions of increasing investment to increasing reward. These changes really blow the ceiling off what contacts can do for you if you are willing to work hard for them. Especially for Smugglers, the new Black Market ladder makes a huge difference in the profit margins you can reap as you get better and better access to the market’s mini-game. Across the board, recruiting crew from Contacts will be far more appealing and has the opportunity to provide higher level crew.

The other major area of progress that even the Alpha captains have not yet seen is the game’s rapidly growing story. Star Traders 2 has introduced a wealth of personal contacts you can meet, and through them you invited to join into the stories of the galaxy, both large and small. The choices you make, or don’t make, will ripple out through the galaxy and have impact on other story arcs. We’ve blurred the diagram belto avoid any potential spoilers, but below is one of the story diagrams representing a major arc. The red boxes are potential entry points.

53b3b4d69117fef298d2ddac4fa7280a_original.jpg

Polishing the “First 20”
As we roll into next week’s update, we’re turning a corner and heading into the final stretch. We’re now dedicating hours every week to extra polish and love for the game’s first 20 minutes. These critical improvements will be important for all players but are notably required before we share the game with our marketing and launch team. Putting the game in this team’s hands is a big milestone on the road to launching, and we’re prepping for it now and hope to have the game to them in the first days of August.



...
 

Taka-Haradin puolipeikko

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https://www.kickstarter.com/projects/tresebrothers/star-traders-2-rpg/posts/1976359

Phase 3, Release Prep, Rewards!

Many welcomes, Captains,

The Star Traders 2 alpha is drawing towards its conclusion and we are preparing the launchpad for its upcoming release. We are busy hammering through the (seemingly endless) polish list, preparing marketing materials and marching towards a goal of having the game ready for preliminary screenshots and trailers soon.

7bc6998ad31e1a366c06c5cacdfd86ee_original.png

Phase 3 Update
While Phase 3 is not yet fully complete, it is progressing as planned. We are closing in on the final features for release to alpha testing (particularly around the ship designer and motivation engines). The recent balance and quality of life patches have been well received -- as we had hoped, they were inspired or directly suggested by the alpha team. Retraining Talents and Officer Job reset have been particularly successful and we’re working hard to improve the game with every round of alpha player feedback. One of the most important roles our alpha team plays is pointing out the rough spots that we, as developers who look at it daily, just don’t see cleary. For those insights, we thank you.

It seems crazy that we’ve been in alpha testing for seven entire months, but it just shows how much time it takes to get a game as complex as Star Traders 2 ready for prime time. Last week we've spent almost exclusively perfecting the balance, Talents, and more of the visuals in the crew and boarding combat. This week, we are digging in and increasing the network of connections for Rumors, Conflicts, Ranks, and Edicts throughout the entire game. Big days!

fc7d4e52d22237f8c9a3aef724059de0_original.png

Next Step: Steam Early Access
As we knew it would be, the Alpha has been invaluable. It has given us a direct line into the challenges, wishes, and play styles of many Captains. Their insights have helped us zero in on the player experiences we want to further build the game around.

This is always how our small studio has always worked. From the original Star Traders to our latest title, Templar Battleforce, we are constantly working with and listening to our player community to drive updates, improvements, new content and better balance. If you’re on our forums or Steam discussion boards, you can see us there every single day, responded to basically every post. To fully realize Star Traders 2, we’ve decided to continue that tradition and launch the game into Steam early access.

When will the game go into Early Access?

We have a date set in early October to release Star Traders to Steam early access. Following our studio’s process, the game was always planned to launch to Steam first, and then after we would complete the mobile port and UX modifications to better support smaller screens. If you would like to change your reward to receive a Steam key instead of a copy of the game on another platform, please just reach out to us. For those players on mobile, you’ll get the game as soon as the mobile port can be completed and launched. Realistically considering the holidays, that will be sometime in 2018.

Why Early Access?

We plan to use early access as a platform to continue the two-way communication and feedback loop with a larger player community. The alpha has allowed us to work with hundreds of Captains playing the game, and early access will give us access to thousands of new data points to test the limits of the game’s balance, and we will use this input to further fine tune the political, character, and combat simulators. We know can be reservations about early access games, but we’re focused on releasing a well-built, solid and polished game experience right out of the gate.

What will be the state of the game at Early Access launch?

Star Traders will be majority feature complete when we launch to early access. As a sandbox game, there is already an immense depth of exciting and fun ways for your Captain and crew to find their way in the big world. We are not plan to add many major new features after early access launch. The early access period instead will allow us to perfect balance the game’s ship and crew combat, improve the map generation, and further study and improve the economic and political simulation and the role that contact’s play within the larger galaxy. As we progress through the early access phase, different sections of the game’s story will also become available for play. That said, plans often change :P

Approximately how long will the game be in Early Access?

Oh how many times we’ve regretted an ETA. We don’t know at this time, promising dates would be irresponsible. We expect it to be a number of months which can be counted on two hands (that is, 10 or less).

Will the game be priced differently during and after Early Access?

The game will offered at standard price during the Early Access period and we don’t anticipate its price to change after it transitions to full launch.

35ebbdafabffd7d068756eafe46e81aa_original.png
 

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!
 

Taka-Haradin puolipeikko

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

Launch Prep, Wallpaper Reward!

Many welcomes, Captains,

The final weeks are moving fast here at Trese Brothers HQ. The alpha team is putting the game through its final paces and the first story arcs were released for testing earlier this week. Our launch and marketing team has the game as well, and we’re firing on all cylinders to bring you Star Traders: Frontiers in mid October. Yes, you heard that correctly :) We finally landed on a name, surprise! Don’t worry, it is still the same awesome game. As we have been gazing out into the bright future of the Star Traders universe, we’ve decided we don’t want to start the counting game: ST 2 ... 3, 4, 10!!

For the next few weeks, it's going to be non-stop fast and furious like the pace of this crew combat! Be sure to stock your weapon lockers, Captains, because you don’t want to get caught without your boots on!
...
 

Taka-Haradin puolipeikko

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http://steamcommunity.com/games/335620/announcements/detail/1456212631333303670

Weaving Sandbox and Narrative
29 October - Trese Brothers
Greetings from the void, Captains!

As we ramp up for the launch of Star Traders: Frontiers, we are hard at work on meshing and improving the game’s narrative core and underlying sandbox. This is an area where we’ve received a lot of questions and we are excited to share our approach to weaving together a dynamic sandbox environment with multiple, progressing storylines.

Let’s try to get down to brass tacks and avoid the marketing jibber jabber.

A Mighty Sandbox
Star Traders: Frontiers is first and foremost an open world sandbox game full of dynamic actors and forces. In this sandbox, you have extensive freedom to run your ship and crew any way you want -- to be a spy, smuggler, pirate, loyal military officer, faction zealot or infamous criminal. You can explore, profit, terrorize, or be the champion of any faction you choose to craft your own destiny. As you navigate the world, your actions tie into a set of layered simulations -- political, economic, rumored events and personal goals. The major factions within the world vie on political and economic level and your allies and enemies are actors within those same simulations. These individual allies and enemies will work toward the larger faction goals but also strive to achieve their own personal goals.

04855a8793e11a2192de3855a8cfcc6bfae76160.png

A vignette storyline, crafted by a KickStarter backer - blurred to avoid spoilers

These actors need your help, just as you need the crucial services they offer, so you’ll find your Captain drawn into the larger dynamic context over and over again through these contacts. Each layer of the simulation will affect the others as it plays out -- economic pressures can cause conflicts, and conflicts can kill or empower contacts, and contacts can cause conflicts, economic shortages or pay fleets of privateers to harass their enemies. We’ve worked hard to ensure that the sandbox alone is a lively, ever-changing and fun galaxy in which to explore, plunder and battle.

036da919aee06d3c09ba28827a350072a36608a4.png

A larger storyline wrapped around the start of an era - blurred to avoid spoilers

Narrative Eras
Our second goal was to infuse Frontiers with storylines that share the rich lore of the universe and to highlight how the Star Trader’s world, society, laws and technology are all going through times of radical change. These storylines will also include the Templar Knights, Zendu Arbiters and familiar faces from other games, like Templar Battleforce. The storylines will range from self-contained vignettes about human struggles to larger arcs involving quadrant-wide conflicts, shifts and catastrophes.

When we launch Frontiers into early access, we will have a small slice of the total story design ready and available in the game -- basically the first “era” of the storyline which will set up the other major arcs. Much more will be incoming as we build out toward the game’s full launch. Completing Early Access means finalizing the game’s storylines, vignettes (mid-length arcs with multiple choices and outcomes) and eras (major happenings with lots of angles and ways to get involved.) We will have the first 2 of 10 eras available when the game launches, and the first 5 vignettes in the game. Relying on the game’s underlying sandbox, all storylines are added using proc gen and are optional. They will resolve with or without your input once they start in the game based on the current state of the simulations.

One defining aspect is that even if you are following the storylines, you have to play the sandbox. You have to find ways to make money, survive, travel, and keep your head above water politically. You will need more allies than you gain through the storylines and as you play, the line between storyline and sandbox will continue to blur as the storyline contacts play in the simulation and have long-term goals as well.

--

Thanks to everyone sharing questions, comments and their excitement about Frontiers upcoming launch! We're going to be very active and very busy during the EA phase, just as we have been through our multi-month alpha. We can't wait to open the galaxy up to all of you!

edit.
Trailer:
 
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Taka-Haradin puolipeikko

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Did Templar style overhead tactical combat get cut somewhere along the way in the production?
http://steamcommunity.com/app/335620/discussions/0/1480982338956498857/
http://steamcommunity.com/app/335620/discussions/0/1480982338956498857/
Crew combat encompasses both ground combat, exploration combat and boarding combat. They all use the same 4v4 style of battle that @tchey mentioned. In boarding, victory exciting additional options to sabotage, cripple or damage the enemy's ship making it an optimal style for some captain/ship builds. Ground combat is common during completing missions or exploring the surface of worlds.

To avoid spreading the game too thin, all face-to-face combat is handled in the same system, using the same rules and the same Talents. There is no free movement exploration of ground map. Sorry if that's a dealbreaker for you!
 

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.
 

Morkar Left

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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.
 

almondblight

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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.

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.
 

SausageInYourFace

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I really hope the developers continue, because this game could be pretty great.

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.
 

Trash

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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.

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.

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.

STF is basically ROTK's free officer mode in space. You are a "star trader", a term that apparently encompasses privateers, bounty hunters, and various other activities that do not involve trading anything, but essentially a private operative that flies around the universe doing odd jobs, maybe trading goods, and maybe gets involved with the wars and intrigue. You can pretty much do whatever. I really do mean whatever, the game accommodates all sorts of playstyles, you can even play completely without combat and just run away all the time.

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.
 

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.
 

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.
 

almondblight

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And yeah, early mock ups did show a Templar style combat grid.

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?!"
 

Trash

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And yeah, early mock ups did show a Templar style combat grid.

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?!"

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

b6f1ec0d0018530ea00684372bb27018_original.png


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."

f8de98e64914676a1d4a7eef37de4222_original.JPG


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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