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Wouldn't a murderhobo kill her though? Or is telling the monks you will bring them the macguffin and betray your habitat faction buyers kosher according to the murderhobo code of honor?
Wouldn't a murderhobo kill her though? Or is telling the monks you will bring them the macguffin and betray your habitat faction buyers kosher according to the murderhobo code of honor?
Mastermind Pistolero Educated Lone Wolf is nearing endgame. Able to handle most combats and most skill checks, though only just. It seems to be Computer and Electronics are the best to tag, whereas many of the others you can keep up more organically.
When, if at all, did you hit level 10? Also did you get the neural uplink early for the bonus +10% experience from 11 INT? Wondering if that bonus feat at level 10 isn't too late. I barely hit level 8 with mastermind and I'm very close to the end, but that's with two party members and not getting a neural jack at all.
Which encounters/quests did you choose to completely avoid due to being impossible?
I'm currently about to finish some loose ends, and I'm just a bit short, actually - 10/8/9 Science, 8/7/8 Stealth, for example. However, I made some suboptimal choices in my tagging (I would go Comp/Elec/Lockpick, whereas I went Crit/Biotech/Streetwise), I passed on the datajack to remain at 10 INT, and I'm sure there's some bits of XP I missed out on (but can you even get to Level 11?). So somebody who optimises further may just go over that final hump - I would say that Comp/Elec/Lockpick are really the only ones worth getting to 10, no?
I was able to do a fair bit. Finished the arena, the Protectorate Elevator, the First Law of Robotics fight, the bounties, the Yellow Hydroponics fights. I stealthed the Landing Bay and the Fuel Cell out of personal preference and didn't try the fights. I'm currently debating whether to bother with Ol' Bub - I might be able to grind it out but I just don't like the psionic fights in the game. Red Hydroponics optional fight I may also skip.
I also tried going Reaction Pistolero this time, but wonder if Rifler may fare better, and tagging Armour to get a headstart on gearing up. Not tagging armour + 4 STR + Reaction build meant you just don't take enough hits to level up armour very fast, though I proritised it in the skill tokens and got it up to 6.
someone earlier itt said that they're surprised people don't pick up on Vince's deadpan satire, but maybe if you're triggered like Darth Roxor its harder to see?
It's just that some people either like his writing or hate it. I think VD's writing adds a ton of character to Colony Ship. Yeah you got those long dialogues that go into the setting, but that shit is inconsequential and you can skip it if you're not interested; it's only there to flesh out the world.
Evans became a sniper/assault rifle dakka bro. Jed was my tanking negro whacking shit with blunt weapons. Only tagged combat stats on both.
Shockingly couldn't get Electronics to 10 despite having it tagged since the beginning. For lockpicking I know I missed some opportunities due to having too shit sneaking, also I only tagged it with Educated around level 4 or something.
Combat-wise the game was definitely easier than AoD as I initially thought, but only in the beginning before going outside of the Pit. Still that's far less brutal than getting to redo the vignettes in AoD until you get the build right. By the endgame though I also think it gets easier, there wasn't anything comparable in difficulty to me trying to kill a god in AoD's endgame with a character built specifically to murder everything in the game and still needing a billion attempts to actually kill it, but I didn't try to turn around the ship back to earth to get into apparently one very tough fight.
Jed's quest had the hardest fight in the game for me, due to not being able to make some participants fuck off with speechcraft and having to fight everyone. Blew through a bunch of stasis grenades and other ones as well, in addition to at least 2/3 of my energy cells hoarded since the beginning of the game. Took a lot of tries to figure out which threats and how to tackle before I actually won that fight.
Ol' Bub was hard but I managed to beat him without using Romeo... after I got pretty much the best gear the game has. The non-human enemies were very fun to fight, also great worldbuilding regarding their origin.
Special mention goes to the armory frog nest for being the first fight I did a billion times AoD style until I decided to come back later, once I got magnetic personality and Jed, only to again do it a billion times. But this is probably solely on me due to being to not using grenades and being a newb to the combat system, will probably find it easy the second time I play the game.
Definitely feels like the scope/content planned had to be cut down, and I can't blame anyone for saying the branching or lack of opening vignettes seems like a step down from AoD. Those are IMO the only real flaws of the game (as opposed to some minor nitpicks). I still found the length to be ok even it would be nice to have a few more "dungeons" and some quests, first Fallout was also not that long. Still this game easily made its way into my top 5 of cRPG, ITS did a great job.
Turn-based stealth sections were great and one of the best improvements over AoD (man, I wish my AoD thievan character had such gameplay), reminds me I should get the Invisible Inc. DLC and play the game again first time since I beat it after 1.0 came out. Probably going to do a stealthy character next, although 10 CON terminator going for the murderhobo cheevo is also tempting.
Visually the Pit, Factory and Heart all looked fantastic and the artists did a fantastic job with those. I also liked the music in hydroponics and the factory the most.
From the writing I did enjoy the factions and the worldbuilding related to colonizing Proxima.
played stealth techie, 12int, all the feats, tokens etc.
Ive gotten electronics to 10 as one of the last things I ever did, basically just so I can upgrade romeo to max. I think it was the only check at 10.
From all the skills: sneaking was always highest reaching 11 first. Then computers reaching 11 too.
stealing could get to 7 for free from 0, which covered all the checks.
lockpicking had the smoothest progression, always beeing juust at the right level, all the way to 10.
Bros. I finally see what you mean about the teleportation. I'm at end game where I talk to the leaders on behalf of the monks and its boring. Click this, teleport there, click that, teleport over here, talk to this, teleport here, and so on. It's lame. The game isn't giving me any chance to breathe, to walk around a bit, process what's going on, digest the story bits, explore a bit to see the real time consequences of my actions similar to how I got to walk around at the return to Pit to see the consequences of Jonas v Braxton conflict; everything is happening so fucking fast I can't keep track of the events. It was already testing my patience at the armory shit where I pick dialogue, get teleported to the final showdown. Or the machine escort where I pick dialogue, teleport to next location, pick next dialogue, teleport to next location, etc, etc.
It's such a sudden change where the game abandoned that awesome free form exploration to this.
And done, at 16 hours. You miss a lot as a talker only character, but I think that's fine. I visited areas in the "wrong" order, so I couldn't bypass all skill checks, but I would have been able to if I did some areas in a different order, but no reloads for that kind of stuff... on this run. Overall, a good game, but some flaws here and there annoyed me. Mostly technical, though. It would be interesting to see what these guys can do with a bigger budget.
When it comes to non-technical issues, sometimes, there was a bit too much descriptive text, but I can understand why they did it, since characters really don't animate in discussions.
I'll wait a little while, and then complete the shotgun wielding tank.
Pink Eye Yeah, that last bit of the game with all the teleportation was a bit jarring, but I also don't think they had much more to give. I suppose it was a wrap it up moment for them. My guess is that didn't have the money for a second see the consequences moment. When I was at the bridge, I though the end would be there, but that wasn't the case. I could not decide to send the ship back to earth, or risky landing.
Bros. I finally see what you mean about the teleportation. I'm at end game where I talk to the leaders on behalf of the monks and its boring. Click this, teleport there, click that, teleport over here, talk to this, teleport here, and so on. It's lame. The game isn't giving me any chance to breathe, to walk around a bit, process what's going on, digest the story bits, explore a bit to see the real time consequences of my actions similar to how I got to walk around at the return to Pit to see the consequences of Jonas v Braxton conflict; everything is happening so fucking fast I can't keep track of the events. It was already testing my patience at the armory shit where I pick dialogue, get teleported to the final showdown. Or the machine escort where I pick dialogue, teleport to next location, pick next dialogue, teleport to next location, etc, etc.
It's such a sudden change where the game abandoned that awesome free form exploration to this.
Bros. I finally see what you mean about the teleportation. I'm at end game where I talk to the leaders on behalf of the monks and its boring. Click this, teleport there, click that, teleport over here, talk to this, teleport here, and so on. It's lame. The game isn't giving me any chance to breathe, to walk around a bit, process what's going on, digest the story bits, explore a bit to see the real time consequences of my actions similar to how I got to walk around at the return to Pit to see the consequences of Jonas v Braxton conflict; everything is happening so fucking fast I can't keep track of the events. It was already testing my patience at the armory shit where I pick dialogue, get teleported to the final showdown. Or the machine escort where I pick dialogue, teleport to next location, pick next dialogue, teleport to next location, etc, etc.
It's such a sudden change where the game abandoned that awesome free form exploration to this.
All those fights make sense to be short teleports imo, do you really want to walk down a traintrack for like 3 minutes for immersion? The only part that left me scratching my head was
the lack of dialogue with the monks at the bridge. Specifically the one at the window that accompanied you. Would have been an interesting way to characterize the soulless(?) machines once their mission turned out to be a success. Maybe they weren't really surprised to see that we had reached the planet, Ava said something like that.
Anyway I'm playing AoD until the custom difficulty patch comes out I'm too casual to bust my balls in a combat playthrough right now
the lack of dialogue with the monks at the bridge. Specifically the one at the window that accompanied you. Would have been an interesting way to characterize the soulless(?) machines once their mission turned out to be a success. Maybe they weren't really surprised to see that we had reached the planet, Ava said something like that.
the lack of dialogue with the monks at the bridge. Specifically the one at the window that accompanied you. Would have been an interesting way to characterize the soulless(?) machines once their mission turned out to be a success. Maybe they weren't really surprised to see that we had reached the planet, Ava said something like that.
Fair enough. I would enjoy watching my frogs and creepers protection squad waddle around too I suppose. For me I actually like the teleport feature because in WOTR/Kingmaker I modded my movespeed to be like Sonic since it felt like such a waste of time running around trying to find where the fuck to go. I would click to the exit and it would sometimes take like 2 minutes just to arrive until I finally looked up a mod. Thanks owlcat
Yep. It is also because the art team did a marvelous job with the levels and its always a treat to just sit back and enjoy it. The music is very nice to listen too as well. The walking in between is just a nice break from a ball busting combat encounter that I spent a long time on. Similar to how in Dungeon Rats you get these quiet moments where you can sit at camp and relax. Or you can walk freely after a combat encounter to explore for a bit.
I'm not really sure how they could have addressed the whole leader segment since every faction hated my guts, and walking freely with Zeta would be a problem, narrative wise; but I enjoyed the part after where I freely walked from one hallway to another down in armory basement while listening to new musics.