Pink Eye
Monk
Well the thing is that Colony Ship really didn't need optional modes. It's not a combat oriented game like Dungeon Rats: there is no way to avoid encounters, make them easy, sneak, or just "talk" your way out of everything. Dungeon Rats is ballbusting hard from start to finish. Never letting up. Resources had to be managed carefully. Damage had to be mitigated as much as possible during combat - or you'll be wasting too much heals. Fights got progressively harder and harder with no break. In contrast. Colony Ship offers the player many ways of playing. First you have the three basic: Combat, Stealth, Story. Then, in between, you have various skills and options to either completely avoid encounters or make them easier. For example, a combat build with a couple points of streetwise can tell thugs near apartment to go away. A hybrid that focuses on persuasion skills with some combat skills. Can request to Braxton or Jonas a much easier battle instead of committing to final siege.
So just as an RPG should; Colony Ship gives the player tools to play how they want. Sadly some players couldn't figure it out. Which is a shame. I love this game. I love the setting. I love the companions. I especially enjoy the hardcore combats. If Hero Mode can help Iron Tower sell more units while ensuring a sequel happens in this universe which I adore so much. Then I don't care.
Anyways. Here's a character from the Hero Mode:
For comparison. Here's a build from a recent run that I just finished yesterday:
So just as an RPG should; Colony Ship gives the player tools to play how they want. Sadly some players couldn't figure it out. Which is a shame. I love this game. I love the setting. I love the companions. I especially enjoy the hardcore combats. If Hero Mode can help Iron Tower sell more units while ensuring a sequel happens in this universe which I adore so much. Then I don't care.
Anyways. Here's a character from the Hero Mode:
^Not mine but you can see how silly it is. They managed to reach max level in multiple skills in early game, nuts, LOL!
For comparison. Here's a build from a recent run that I just finished yesterday: