ATOM RPG

ATOM RPG

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Do you get a choice of companions in the game?
Just wondering if you get to customise your party.
Last edited by FantasyFreak_UK; Jun 11, 2019 @ 5:18pm
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Showing 1-8 of 8 comments
alexey2128506 Jun 11, 2019 @ 5:47pm 
There are not so many companions to choose from.

You can choose how to train your companions on level-up.

And a possibility - one-time only and not cheap - to totally re-spec one of your companions (or yourself)
Dorok Jun 12, 2019 @ 12:26am 
3 companions and a dog is the max possible without any mod.
alexey2128506 Jun 12, 2019 @ 4:57am 
Originally posted by Dorok:
3 companions and a dog is the max possible without any mod.

I had 4 + dog.
But 4th companion is better (and happier) as cook at base than as fighter at field.

5th possible companion is totally incompatible with others.
FantasyFreak_UK Jun 12, 2019 @ 10:30am 
Do they perma-die?
FantasyFreak_UK Jun 12, 2019 @ 10:31am 
I remember playing fallout having a deathclaw, super mutant, dog and human companion, but I kept having to reload when the dog died lol
FantasyFreak_UK Jun 12, 2019 @ 10:31am 
Shame as think companions was something that could easily be improved upon from Fallout games
Dorok Jun 12, 2019 @ 11:00am 
Originally posted by alexey2128506:
Originally posted by Dorok:
3 companions and a dog is the max possible without any mod.

I had 4 + dog.
But 4th companion is better (and happier) as cook at base than as fighter at field.

5th possible companion is totally incompatible with others.
4rh is a follower not a companion without a mod to make her a companion.

EDIT: So 3 companions, a dog, and a follower max. :-) That said I would discourage use the follower persistently, she is a burden because of being a follower.
Last edited by Dorok; Jun 12, 2019 @ 11:10am
Dorok Jun 12, 2019 @ 11:09am 
Originally posted by FantasyFreak_UK:
Shame as think companions was something that could easily be improved upon from Fallout games
You have much more tools to keep them alive than in Fallout, the main difference:
- You can give them orders at each main character turn.
- You can open inventory during combats and make them use drugs to heal without any additional AP cost than opening your inventory.
- When compared to FO1 you have a lot of AI setup options for each companion, a bit less for the dog. It's roughly similar to FO2 on that point.

Sure make them heavily injured at end of combat when they felt could work, but it won't make the game better suited for an ironman play. Survival is only when knowing already very well the game.

Otherwise as plenty RPG there's a save and reload aspect, without even do any scamloading. So at end, make companions immortal would not add much and at reverse would lower the feeling of difficulty.
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Date Posted: Jun 11, 2019 @ 5:18pm
Posts: 8