"Travelleresque" Console or PC Game?

OddjobXL

Mongoose
I'm just wondering which, if any, console or PC games Traveller folks would identify as being closest in gameplay to Traveller. The system is almost fully automated as it is and could perhaps be described as structured improvisation (to the extent that makes any sense).

I put a similar thread up on a hardcore gamer/industry site and got some interesting feedback there already but I'm curious what ya'll are thinking.

Also, why isn't there a Traveller CRPG out there? Megatraveller was a long, long, time ago.
 
Here are some comments and responses from the original thread over at Quarter to Three.

"If you find this game, let me know. For me, the closest I've found is Mass Effect 1, but it sounds like the streamlining they did to ME2 will make it lose (or loose for the mouth breathing tarditrons) what it did capture of the Traveller magic."

"I also dig the new Mongoose books, picked up a half dozen of them or so."

"Freelancer might be of interest, though it sacrifices randomness for a plot that takes you from system to system. "

"Space Rangers 2 might also meet some of your criteria. It has the tactical combat, the open-ended universe, and a sort of "crew" in that you can hire on guys to help you out.

There was also an actual Traveller system game made years ago. It's called Megatraveller 2 : Quest for the Ancients. It's OLD (yes, with capital letters) and thus unlikely to satisfy in the graphics and features departments, but it sure as hell was huge, and allowed for customization of crew members, equipment and tons of side quests. I don't recall if there was any trading or not. It was a lot of fun 20 years ago though, and based pretty faithfully on the Traveller RPG system at the time."

"Kerberos Productions is developing a game called Northstar. It is supposed to be exactly what you(we) are looking for.

Apparently the UI they developed for Fort Zombie is supposed to be the interface they were planning to use for Northstar. So our prospects are not looking very promising."

"I actually think the X series could be decent if you weren't looking to focus more on the crew, but since that's the case, it would probably take a lot of internal roleplaying on the player's part to make that interesting."

"It's Eve Online."

"There was also MegaTraveller 1 - The Zhodani Conspiracy. I absolutely loved that game. When I bought it, I played it on my Tandy 1000 -- but I didn't know that it required a hard drive. I copied various files to four 5.25" SD floppy disks and manually switched the disks at certain points throughout the game. Older (!) games that have that Traveler feel is Sentinel Worlds 1 - Future Magic and the sequel Hard Nova.

Why, oh why do we not have games like this any more?"

"Have you tried Star Flight I/II or Sentinel Worlds I: Future Magic?

Sure, they're old - but they both offer open world space RPGing that you just can't get now adays."

"Another vote for the original Mega Traveller series from me:

http://www.mobygames.com/game-group/...aveller-series

You wont find anything else that has close to the depth of game play of the rpg system, and despite old graphics they are still great games, shame they didn't make anymore really."

"Oh I know, I'm a huge roguelike fanboy and follow the scene a fair bit. You'd be surprised at how complex some of them are now, and how many are being created. There's lots of tools to reduce the amount of grunt work required (eg libtcod).

RLProspector would seem like a good base for a Traveller game to start from."

"My RPG group plays Battlestations (tabletop boardgame) a lot. They love it. I don't play it really, because it's more board game than RPG (but with RPG elements). I don't overly enjoy playing board games with large groups. Anyway, it's a great game, apparently. They even play it over the computer. I can find out how, if you are interested."

"As for current games, Parkan II is the closest I can think of to what you're looking for."

"I wish I could recommend something for you, but I think I'm searching for the same game."


http://www.quartertothree.com/game-talk/showthread.php?t=59774

Omitted are my posts including some brainstorming about how to make a Traveller CRPG or pontifications about the role of Snapshot in defining familiar tropes in turn-based squad oriented games like X-Com or Jagged Alliance.
 
Not much to add, though I'll agree that the old StarFlight games, as well as Sentinel Worlds (HORRIBLE engine, great fiction) were very Traveller-y.

My current favorite is the Mass Effect series, which lacks the trading aspects of those earlier games, but still maintains a very Travellerish feel in its fiction, with megacorps, politics, patrons, derelect ships, etc.
 
The Escape Velocity series has many elements that feel very Travelleresque. And it's just a great set of games on it's own. I've long wanted to work up a nice Traveller plug-in for it but finding the time has proven elusive :(

Tell me this doesn't sum up some Traveller tropes ;)

Escape Velocity spans a number of genres, combining elements of classic "trading" games, arcade space shoot-outs, and strategy simulations. Whether you choose to build a trading empire, aid the Rebellion in a civil war, or strike out on your own as a ruthless pirate...

From Ambrosia SW Inc:

http://www.ambrosiasw.com/games/evn/

(the latest in the series)

http://www.ambrosiasw.com/games/ev/

(the first, where it all began)

http://www.ambrosiasw.com/games/evo/

(the middle child)
 
I am also looking for a computer game that got a Traveller feel. I have played ME 1 and 2, Elite, X2 and almost through x3. And of course I played and loved MT1 and MT2 to decades back.

What I would like to see is a Close Combat like game modable to either Striker or Striker II (preferably the latter as I am an avid gearhead and prefers to use FF&S)
 
If you can find it... Space Vikings for the old Apple2... Gogo line graphics! :)

And I LIKED Sentinel Worlds! Except for boarding the alien base... that sucked big time because I never realized the stupid base designs were multiple maps. But it was pretty cool for it's time. Karl Buiter (SP?) created some great games, then he disappeared.
 
phavoc said:
And I LIKED Sentinel Worlds! Except for boarding the alien base... that sucked big time because I never realized the stupid base designs were multiple maps. But it was pretty cool for it's time. Karl Buiter (SP?) created some great games, then he disappeared.

Oh don't get me wrong, I look back with great fondness on Sentinel Worlds. That and Starflight were my favorite games in their day. (Sundog was another classic from slightly earlier in time.)

Once you figured out how to work the **** controls, the game itself was pure magic. I still remember the theme music and the "farmers v. ranchers" mission on "Norajeen".

Though it does have one of the absolutely worst ending graphics (if you can call them that) of any game, ever. For those of you who missed the pleasure, it just cleared the screen and dumped you back out to the command line prompt with a messages about "congratulations on winning, stay tuned for the sequel" or something like that. Either Mr. Buiter never expected anyone to finish his game, he had a crazy sense of humor, or he ran out of time.
 
I think what most suggestions are missing for me would be a sense of the crew of a ship. I ended up going with Mass Effect but what I'd really want would be X-Com in space. I'd like interior maps of a single ship and ship design to be a factor in how space combat plays out: the ability for crew to get to battle stations or maneuver around to conduct repairs, get wounded to safety, fight off boarders, etc..

I don't know that I'd want to have to manually move them around but right click them on the map, or via portrait in a sidebar, in turn-based/we-go or pauseable real-time and issue orders.

Without that kind of depth, short of a full simulation approach (which really doesn't suit Traveller's focus) or pure arcade (ditto) a single ship probably wouldn't be a good focus for a game.

You could also take crew down to planets, stations or board other ships (whether enemy or merely mysterious abandoned hulks) and so on. There's be a global map for each world but also randomly generated maps for tactical encounters. Much like X-Com.

Beyond that I'd like to see trade as a focus but not on a static map or based purely on the a known sector like the Spinward Marches but, in the spirit of the core game, randomly generated space. After the base systems are put in place it should be possible to generate an overlay of trade routes and political groupings to add a little more narrative and political depth.

Randomly generated patrons and missions should provide much of the basic play along with randomly generated encounters in space or when exploring.

There could be an overarching narrative embedded with assorted clues and related missions buried away and only revealed as the player explores or completes certain hidden conditions.

Anyhow, that's the game I'd like to see but it doesn't exist yet (unless this is how the Megatraveller games played but I haven't had a chance to mess with them).
 
There was Breach 2 and the ship/fleet Rules of Engagement that was pretty fun combination. You had beam/missle weapons on your ship, with shields and armor and a few other systems. You could get damaged, have to repair, fun stuff like that.

Then, if you were able to catch the enemy ship, or go into orbit around a planet you could drop your marines down to engage the enemy. It was pretty fun, kindy sludgy speedwise, but way ahead of its time.
 
hdan said:
Oh don't get me wrong, I look back with great fondness on Sentinel Worlds. That and Starflight were my favorite games in their day. (Sundog was another classic from slightly earlier in time.)

Hmmm, got Sundog: Frozen Legacy sitting on the shelf, though never played it. Also have Megatraveller I: The Zhodani Conspiracy on the same shelf (have played that one).
 
OddjobXL said:
Beyond that I'd like to see trade as a focus but not on a static map or based purely on the a known sector like the Spinward Marches but, in the spirit of the core game, randomly generated space. After the base systems are put in place it should be possible to generate an overlay of trade routes and political groupings to add a little more narrative and political depth.

Trader from GDW included the Spinward Marches and Solomani Rim but also a random sector generator.
 
AndrewW said:
hdan said:
Oh don't get me wrong, I look back with great fondness on Sentinel Worlds. That and Starflight were my favorite games in their day. (Sundog was another classic from slightly earlier in time.)

Hmmm, got Sundog: Frozen Legacy sitting on the shelf, though never played it. Also have Megatraveller I: The Zhodani Conspiracy on the same shelf (have played that one).

Yeah, I remember Sundog. I hated getting jumped by pirates at when I was flying out towards the jump point and kept having to dump my cargo in order to survive. I never did finish that game though.
 
OddjobXL said:
I think what most suggestions are missing for me would be a sense of the crew of a ship.

It really sounds like Starflight is what you want. The only thing missing is the ability to move around inside your ship. You do have crew though, and their skill level impacts how well you can do things.

One of the things I learned early on was to get my Comms skill up so that I could actually talk to the aliens. They have a fun system where you get certain words "greeked" when you don't have enough skill. Like "Brzzt x'q violation of qrrtzzz ngh ftagn m'glwi boarded!".

And of course, dealing with the Spemin is a rare treat. :)
 
Well, Elite completely lifted the trade system from OT, as well as the basic weaponry, jump drive and skimming for fuel (albeit from stars instead of gas giants).

Pretty much every space trading game since has copied Elite, so they are all grandchildren of Traveller!
 
rinku said:
Pretty much every space trading game since has copied Elite, so they are all grandchildren of Traveller!

Does grandfather have even more out there then he knows about¿
 
AndrewW said:
rinku said:
Pretty much every space trading game since has copied Elite, so they are all grandchildren of Traveller!

Does grandfather have even more out there then he knows about¿

I also noted that the sample character in the MGT rulebook was called Commander Jameson, just like the default name in Elite.

G.
 
Ah yes, Elite. They have an open source version of the game called "Oolite" where many player / programmers have contributed their own mods to the game. You can find Oolite here: http://www.oolite.org/

Sadly it's not multiplayer, for now...

Here's a bit of trivia. My handle "Commander X" comes right from this game. Being impatient and wanting to play and save the game without having a long filename, I just entered "X".

And the rest is Traveller history... :twisted:
 
The Jameson from Elite is a reference to Jamison in the original CT rules.

EVN is a great game - must have been coded by a local south Mancunian chap as several small local towns (unknown in popular culture, unless you know of Frank Sidebottom or have heard the KLF tune "It's Grim Up North") appear as planets.

ME is not quite Traveller, tho the setting definitely riffs off Trav. No one has quite got the on-foot/in-ship combo going yet.

I wish Rebellion were better developers, but their recent games have been, quite frankly, embarrassing. Since Mongoose are now part of the Rebellion Group no other developer will be making a Traveller game.... :(
 
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