Star Traders: Frontiers Spice-All

I decided to load this up this morning to poke around while drinking my coffee. How did I lose 9 hours? I haven't lost track of time while playing a game in a very long time. GOTY contender.

Aaron D. wrote:

Man Trese Bros. run their operation like a possessed demon.

God, I'd kill to have like 10% of their passion.

I'd kill to have their development environment. They are doing it right.

I picked this up over the long weekend and agree that it very much has the just on more turn vibe that suddenly eats three hours.

I like that it is deceptively simple, as in the core mechanics are easy enough to grasp while getting a handle on the nuances that will allow you to excel are harder to grasp. It allows for plenty of options and seemingly avoids there being an optimal path for character progression.

And it's still getting major updates, for free.

I've been playing and enjoying this. I think I may start a new game and pay less attention to the starting plotline; it's gotten me some decent money but there's also a run of systems in the middle of things where the locals all absolutely hate me and I can't even refuel. Maybe if I try again I can manage that a little better so I can have better trading opportunities. OTOH it does seem like missions pay much better than trading for a good long while. I'm a smuggler but have had terrible trouble finding black markets, so that may be my problem too.

I'd also like it if enemy ships that I just completely overmatch would run or surrender or something so I don't have to work the combat system just to blow some hapless pirate into dust bunnies.

New here, learned of the game and got enticed by all the discussion of it on the iOS Games catch-all. I'm on my first captain, level 11 Zenrin explorer, easy mode, 'executed' once, but now learning the systems and making a come-back.

I'm ambivalent about playing the game blind and beating my head against things by learning myself versus reading all the damned guides and things and essentially piloting my way through someone else's game. (For the same reason I bought, haven't yet played, and will not read any guides or strategies for Sunless Sea.)

iOS interface needs a bit of work. For instance, on the map tapping once executes movement while to get info you must long press. When you look at cards to explore, salvage, etc., the pullout window for different screens obscures the leftmost card's text.

I also bought it after reading about it n in the IOS thread - and then reading the rather glowing RPS review. I'm just starting but already dismayed that it doesn't seem to sync saves via iCloud? It's just about workable on the 8+ but would really shine on an iPad.

It also doesn't sync on my iCloud. This thread on Steam is about the mobile port and the devs are incredibly attentive to the community, so talking about that there and/or on the discord should get it under consideration to add to their to-do list: https://steamcommunity.com/app/33562...

I bought it this week also because of the talk in the iOS thread, but it looked too fiddly for mobile, so I bought on the PC. It's terrific.

I was also surprised to see they don't support Steam Cloud saves on PC. However, you can copy your save files out to a dropbox or other service and then copy them in on a second computer. Slightly annoying but works perfectly, even across platforms. I've been playing the same game on both PC desktop and Mac laptop.

I just double dipped and bought the PC version I won't play for probably years. It's to support the devs, be able to fully interact with the Steam community, and because the current sale is the lowest price the game has had on Steam.

Yeah, the devs are incredibly active the Steam forum.

It's a cool scene.

It's how they made their name in the mobile space. They're the People's Dev. Or something like that.

I debated over the iOS or Steam version and finally went with the iOS.

The game is amazing and am certainly considering a double dip to support these good guys.

They have to be using Agile methods. No other way they could keep the pace and also be responsive. I'm amazed at their ability to churn out updates on or near to schedule, for *years*, and not destroy their dev team...

My first captain reached level 14 before running into not one, but two Xeno ships in the same quadrant. First one annihilated me in ship combat, second one I let board my ship and they executed my captain. I was playing on one of the easier settings so no harm done. It just doesn't sit right me, surviving such catastrophic events.

So I started another captain, this time on hard and permadeath. Early days still, but I wonder how I could've avoided the Xeno ship, I couldn't escape it during combat and board or fight were the only options on the second ship, both leading to captain dying.

The ship combat could really use some work, it just takes too long and you have to drag it out even though the result is clear from the get go. I try to avoid it any way I can. Apparently they are working on auto-resolve which would go a long way.

On the steam thread the devs said that iCloud sync is out of the question but that they are looking into alternative solutions. I wouldn't think that using iCloud incurs any costs to the developer? I wonder what's the problem.

Love the game though, it's pretty amazing.

That probably means they'll use something like Dropbox, which unlike iCloud will mean not just cross-device saves but also cross-platform.

I'm having a great time with this, though I am curious to start a second game and see how much of what I'm doing is pre-determined and how much is actually self-determined.

I also don't understand crew combat at all (though my ship is apparently nigh-unhittable ).

Crew combat is the usual "snipers and healers in back, tanks in front, dps in the middle" format. Let the computer choose your team, if you don't want to get involved managing them, then note those names and keep building them up. Maybe build up an alternate or two in case of injury as well. Oh, and special skills are timed, so figure out which ones to use up front and which to hold in reserve. It's not hard, just fun.

Suvanto wrote:

My first captain reached level 14 before running into not one, but two Xeno ships in the same quadrant. First one annihilated me in ship combat, second one I let board my ship and they executed my captain. I was playing on one of the easier settings so no harm done. It just doesn't sit right me, surviving such catastrophic events.

So I started another captain, this time on hard and permadeath. Early days still, but I wonder how I could've avoided the Xeno ship, I couldn't escape it during combat and board or fight were the only options on the second ship, both leading to captain dying.

The ship combat could really use some work, it just takes too long and you have to drag it out even though the result is clear from the get go. I try to avoid it any way I can. Apparently they are working on auto-resolve which would go a long way.

On the steam thread the devs said that iCloud sync is out of the question but that they are looking into alternative solutions. I wouldn't think that using iCloud incurs any costs to the developer? I wonder what's the problem.

Love the game though, it's pretty amazing.

Regarding xeno ships watch your rumors for quadrants that have the xeno presence (or somesuch) to avoid them if you can.

Also, one strategy is to rig your initial ship for escaping. There are guides that walk through this, but the short of it is start with a high speed ship, and swap out components (mostly weapons since your plan is to not fight) to increase your navigation dice pool for the ship.

Garrcia wrote:

Regarding xeno ships watch your rumors for quadrants that have the xeno presence (or somesuch) to avoid them if you can.

That's good advice, in the first game I really paid no attention to the constant stream of rumours and events - I guess that they become more relevant in the later stages or harder difficulties.

It's early days yet for my new captain but I'm already noticing that it's much harder to keep the crew happy, it seems on every stop I need recruits even though I don't think I've seen any notification of desertion or crew getting killed.