Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Colony Ship Early Access Release Thread [GAME RELEASED, GO TO NEW THREAD]

JarlFrank

I like Thief THIS much
Patron
Joined
Jan 4, 2007
Messages
34,594
Location
KA.DINGIR.RA.KI
Steve gets a Kidney but I don't even get a tag.
Writing is weakest at the very beginning, there's a lot of awkwardness in having the protagonist be someone who's always lived in The Pit while still needing things to be explained to them
Maybe he got hit on the head and lost his memory?
He's a shut-in nerd who never interacted with anyone outside his basement before (most relateable character for Codexers).
 

Iluvcheezcake

Prophet
Joined
Aug 27, 2014
Messages
1,882
Location
Le Balkans
Writing is weakest at the very beginning, there's a lot of awkwardness in having the protagonist be someone who's always lived in The Pit while still needing things to be explained to them
Maybe he got hit on the head and lost his memory?
He's a shut-in nerd who never interacted with anyone outside his basement before (most relateable character for Codexers).
That would explain '1' in all skills
 

Jaedar

Arcane
Patron
Joined
Aug 5, 2009
Messages
10,205
Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
Writing is weakest at the very beginning, there's a lot of awkwardness in having the protagonist be someone who's always lived in The Pit while still needing things to be explained to them
Maybe he got hit on the head and lost his memory?
He's a shut-in nerd who never interacted with anyone outside his basement before (most relateable character for Codexers).
That would explain '1' in all skills
Protag doesn't have 1 in all skills though. You get at least one tagged skill and a few skill points to distribute as the game starts, as well as a feat.
I agree that the intro can feel a bit awkward (like needing to ask who Mercy is, or where her fort is located, or what's up with the arena), feels like they could have put a few questions about the pit and your relation to it and its inhabitants in the optional starting poll or something.
 

luj1

You're all shills
Vatnik
Joined
Jan 2, 2016
Messages
15,175
Location
Eastern block
- camera is fucking weird, same as AoD. Makes the whole trip a little cumbersome
Agreed, really needs a follow player toggle and they should probably reduce how far you can zoom out so you can't see the edges of the environment.

Yup, definitely

Poor camera implementation can lessen the experience for me, like in AoD or NwN 2

- writing is meh
Writing is weakest at the very beginning, there's a lot of awkwardness in having the protagonist be someone who's always lived in The Pit while still needing things to be explained to them, the overly utilitarian dialogue choices are also a bit dull.

Yeah I am not seeing many dialogue choices nor interesting ones. It's all very basic and comes down to accepting/declining quests and offers.

I don't think the protagonist being someone "who has always lived in the Pit" is the problem here

- chargen is the same shit as Fallout. Don't like cheap cloning of systems a la ATOM. Try something original after 20 years of RPG design ethos ffs
Very few games use Fallout as a reference point, let alone cook up an entirely new ruleset of their own. I don't see an issue especially when CS systems are much more deliberate and finely-tuned than ATOM's.

No, you are right, ATOM is a blatant clone

However I didn't talk about the systems overall, but the chargen
 
Last edited:

luj1

You're all shills
Vatnik
Joined
Jan 2, 2016
Messages
15,175
Location
Eastern block
- camera is fucking weird, same as AoD. Makes the whole trip a little cumbersome
See that's why I disagree with ITS desicion to make an odd compromise and fix camera while having 3d enviroment. Fucks like these won't even notice the difference anyway.

What?

ATOM is in fact a Fallout clone both in terms of chargen and game mechanics while here that's misleading same as with UnderRail. Chargen resembles Fallout obviously but for one this game has learn by doing progress system.

The chargen in Colony Ship is the same shit as Fallout

Skill tags, "Gifted" trait, etc. It's just boring

Attributes are almost the same as SPECIAL

And by the way, was you bothered by lack of innovations in case of Grimoire?

Like what? Grimoire has a unique character system. I doubt you have played it

You can migrate to and from various classes infinitely. I have only seen Bradley's Wizards & Warriors try something similar but it's still not that

Also different class and race combinations have different bonuses. And you have some really original stats like Spirit and Age, which I have never seen attempted before

I played the demo of Grimoire before 2012 and the chargen was quite complex, whereas here it's dull. Just an honest opinion
 

jackofshadows

Arcane
Joined
Oct 21, 2019
Messages
5,169
Like what? Grimoire has a unique character system. I doubt you have played it
I haven't but as far as I know, it has lots of similiarities with Wiz7, is it not? Which is absolutely fine, just as Fallout -> UR/AoD/subj. Unlike various clones, these games are merely inspired by Fallout. Just implying your take seems as a biased one. I have a bias to, mind you, just an opposite one.
 
Last edited:

luj1

You're all shills
Vatnik
Joined
Jan 2, 2016
Messages
15,175
Location
Eastern block
Like what? Grimoire has a unique character system. I doubt you have played it
I haven't but as far as I know, it has lots of similiarities with Wiz7, is it not? Which is absolutely fine, just as Fallout -> UR/AoD/subj. Unlike various clones, these games are merely inspired by Fallout. Just implying you take seems as a biased one. I have a bias to, mind you, just an opposite one.

I am going to play this again when it is released but character building looks meh and too derivative

My advice to the devs is to expand on different types of traits (such as those "on kill" traits or "on hit", etc). It's easily the most interesting part of the system
 

Technomancer

Liturgist
Joined
Dec 24, 2018
Messages
1,565
Writing is weakest at the very beginning, there's a lot of awkwardness in having the protagonist be someone who's always lived in The Pit while still needing things to be explained to them, the overly utilitarian dialogue choices are also a bit dull.

Mentioned it before, VD promised to revisit it. He just didn't have the time.

I have problems with how the dialogue is portrayed @Vault Dweller . During the early segments of the game, the MC asks questions like if he was a fresh arrival on the ship, not a born and bred denizen who lived his entire life (until now) in the pit doing odd jobs here and there.
VD already agreed to change it. I promised to send him a list with all of the instances and suggestions with more organic phrases.

I did actually follow through on that promise. Delayed it forever and I hated doing that lol. Even something so insignificant requires a lot focus :eek:

1.gif

2.gif


He also reconfirmed recently that itz happening.

qst.png
 

mold

Novice
Joined
Sep 14, 2016
Messages
39
Ok, bought the game and been playing for a couple of days (just entering the Habitat). It's turning out to be better than expected. Still not a fan of the stiff design when it comes to quests, story progress and skill challenges, but it's much improved from AoD. I've got a melee guy with two ranged followers and combat is often fairly challenging, but aside from some optional encounters it's not all that difficult. Feels maybe easier than AoD. Being as simple as it is, it gets a bit samey, though - this kind of combat arena design would be much more enjoyable if it was something like Blackguards with battles more like tactical puzzles with environmental interaction/hazards. Some areas are a bit large considering how little there is to do, but at least they're interesting enough to look at (though sometimes a little too dark on my screen). As for story and characters, there hasn't been anything particularly memorable yet, but the setting is very cool indeed and I love the overall tone of it. I'm not sure if Colony Ship is intended more as a story game or a combat game, but I don't think it's entirely satisfying as either. Still pretty good. Probably won't have time to play when the full release happens, but will be recommending to some of my friends and enemies.
 

Technomancer

Liturgist
Joined
Dec 24, 2018
Messages
1,565
Being as simple as it is, it gets a bit samey, though - this kind of combat arena design would be much more enjoyable if it was something like Blackguards with battles more like tactical puzzles with environmental interaction/hazards
Didn't care for blackguards 2 tbh. Heard a lot of praise for it but after I tried it, tactics in it didn't grab me in the same way Iron Tower games did. Dropped it maybe half way, in the city with the arena.
 

Cyberarmy

Love fool
Patron
Joined
Feb 7, 2013
Messages
8,702
Location
Smyrna - Scalanouva
Divinity: Original Sin 2
I hope you didn't start with Blackguards 2 which is inferior to its predecessor in every bloody way. First game is good but it came in a time when we were counting turn based RPGs that released in a with one hand only. Kında saved us from starvation.
 

Technomancer

Liturgist
Joined
Dec 24, 2018
Messages
1,565
I hope you didn't start with Blackguards 2 which is inferior to its predecessor in every bloody way. First game is good but it came in a time when we were counting turn based RPGs that released in a with one hand only. Kında saved us from starvation.
Very much did. Usually game 2 is superior if all things went right.
 

xuerebx

Erudite
Joined
Aug 20, 2008
Messages
1,035
I hope you didn't start with Blackguards 2 which is inferior to its predecessor in every bloody way. First game is good but it came in a time when we were counting turn based RPGs that released in a with one hand only. Kında saved us from starvation.
Very much did. Usually game 2 is superior if all things went right.
That's the biggest assumption I've read all day :P
 

agris

Arcane
Patron
Joined
Apr 16, 2004
Messages
6,937
I hope you didn't start with Blackguards 2 which is inferior to its predecessor in every bloody way. First game is good but it came in a time when we were counting turn based RPGs that released in a with one hand only. Kında saved us from starvation.
Very much did. Usually game 2 is superior if all things went right.
Your insane assumption aside, blaggards 1 is by far the superior tactics game
 

Jaedar

Arcane
Patron
Joined
Aug 5, 2009
Messages
10,205
Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
Orud As was foretold, steam sales have permanently devalued games to the point where the base price barely matters, because 90% of the customers get it on sale. AAA survives fine because of the hype machine so they pull in day1 sales, but indies (that already sell for a third of full price) get shafted.
 

Technomancer

Liturgist
Joined
Dec 24, 2018
Messages
1,565
That's the biggest assumption I've read all day :P
I mean it looked more fun from a side glance. First game was stuck in dungeon or some shit and second game was rail roaded adventure. Assuming the gameplay was roughly the same, I picked the one that sounded more fun.
 

motherfucker

Educated
Joined
Aug 23, 2020
Messages
357
Played the demo and was very impressed by it, the dev sure seems to have learned from AoD's mistakes. That thing is fucking extensive, too, took me like 10 hours. I understand it's just a cut version of the actual game so I basically spoiled the beginning for myself?
Also, can anyone spoonfeed me on skill training math in regards to learning from mentors, tag skills etc.? Should I train a skill and tag it afterwards or it doesn't matter? What about tokens?
 

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,044
Played the demo and was very impressed by it, the dev sure seems to have learned from AoD's mistakes. That thing is fucking extensive, too, took me like 10 hours. I understand it's just a cut version of the actual game so I basically spoiled the beginning for myself?
It's the first chapter in full. If you buy the game later you'll be able to load your demo save and continue playing.

Also, can anyone spoonfeed me on skill training math in regards to learning from mentors, tag skills etc.? Should I train a skill and tag it afterwards or it doesn't matter? What about tokens?
The tag adds two ranks on top of what you have. It's not affected by the training.
 

motherfucker

Educated
Joined
Aug 23, 2020
Messages
357
The tag adds two ranks on top of what you have. It's not affected by the training.
What about training and putting in skill points during chargen? Will that make training less beneficial?
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom