Post by MTKnife on Nov 29, 2019 12:34:22 GMT -5
I played the original Star Traders years agos. I bought STF on PC right after it came out, but never got around to playing it, but I recently got the Android version, to play on my Chromebook.
Some kudos:
I have a couple of concerns that have carried over from the original:
And some thoughts specific to the new game:
Some kudos:
- This is a much richer game, with detailed crew management, storylines, crew combat, and the card games.
- I LOVE how the interface scales with screen size. I've opened it on my 11" Chromebook, my 10" tablet, and my phone, and the GUI is different on each one, hiding more buttons as the screen gets smaller. Well done.
I have a couple of concerns that have carried over from the original:
- I don't really see smuggling (in the sense of carrying illegal goods, as opposed to mission datacubes) as a viable career choice. The key problem, as it was in the original game, is that, to make smuggling work, you have to build up rep with black market contacts. That can be done, but unless you need to dump goods that are illegal almost everywhere (i.e., Xeno artifacts), it's just not worth the effort, compared with getting trade permits. A trade permit is just about as hard to get as black market access, but works on every planet for the faction in question. By contrast, to use the black market for actual trade (rather than just dumping artifacts--the black market works great for explorers, not smugglers), you have to cultivate contacts at both ends of your trade route, and you'd better hope they're on the right sorts of planets for the goods you want to trade. It's a little jarring in the first place that your access to the black market depends heavily on faction rep, since, after all, the whole point of a black market is you're selling stuff against the faction law; in fact, in the real world, one of the most common cases for the growth of large smuggling networks had been trade across the lines of warring countries--and that's nearly impossible in STF. In any case, aside from the realism question, it just isn't balanced. Why not have black market access apply more broadly, like trade permits? However, instead of buying a faction permit, you could obtain access to networks for particular types of goods; in fact, the game has certain types of goods, like spice and weapons, where there are already different gradations with different levels of legality. Another option is to make access regional, say, for a particular quadrant.
- When I encounter a ship in deep space, how do I know the captain is a spy? Or anything else for that matter? But the spy is the silliest one:
I mean, is that something you're going to announce every time you meet someone?
And some thoughts specific to the new game:
- I know it's been said before, but in ship combat, I'd love to see some indication of whether or not my crew needs healing, without having to dig through the log.
- After the middle game, I don't have anything to do with my money. It's relatively easy, just running lots of concurrent missions, to rack up 4 or 5 million credits over a period of under 5 years, and after I buy an endgame ship, what am I going to do with that money? (Yeah, I could buy an even bigger ship, but above a certain point, they're too slow, and you can't switch back and forth, because moving to a smaller one means releasing crew.) In STF, this is a particularly critical question, because, if you're playing for the sandbox aspect, or if you've finished all the storylines, earning and spending money is almost all the game is about.
- I think crew combat has a bad interaction with the power curve: enemy crews get better and better as the game progresses, but eventually, the player's crew is going to roll badly in a battle with Xeno, and someone is going to fail a death save, and you won't be able to replace them with anyone close to the present power-curve level. And then you have an ugly snowball, and either the rest get killed, or you give up crew combats altogether. Yes, the storylines allow you to recruit a couple of effective combatants (Vytatas, obviously, and Elsa if you build her for combat), but that's not much.
- I'd love to see a drydock interface that lets me play around with ship designs, so that nothing is finalized until I hit the "Retrofit" button, and I'm not charged for changing out the same slot twice.