Colony Ship: A Post-Earth Role Playing Game

Colony Ship: A Post-Earth Role Playing Game

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Captain and Sarge not cumulative?
I gave Jed the feat "Sarge", but I already had "Captain" on my own main character.
Turned out that it is not cumulative. Had hoped for even more CS-chances on Evans and Faythe (and maybe even my main char).
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No, only the highest effect applies.

I think that Sarge and Captain should be replaced by Commander to make the mechanic more interesting:
- no requirements
- character can inspire a single party member within (cha - 3) tiles for 4 ap
- inspire increases accuracy by 10, evasion by 10, cs by 5 and reaction by 15 for 1 turn
最近の変更はwizard1200が行いました; 2021年5月19日 21時59分
That sounds like a mess to code from scratch, since there is no precedent for using abilities on your allies (no UI for it and no coding for it).

One might be able to go around this behind the scenes by adding a mock grenade that has this effect, but...why?

Sarge and Captain are already pretty good with a full party, they definitely pay for themselves. Sarge maybe less so, but that's alright. If you're a non-combat character, the bonus stats are much better on your companions than on yourself. Captain is just bonkers value.
Vince  [開発者] 2021年5月20日 3時53分 
skaudus の投稿を引用:
That sounds like a mess to code from scratch...
It is.
Vince の投稿を引用:
It is.

Ok, perhaps it would be easier to implement the inspire ability of the commander feat as a grenade-like-effect, as skaudus suggested, but without the throwing arc and without the throwing animation. Inspire could affect every party member in an area of 3 x 3 tiles within a range of (cha - 3) tiles and could cost 5 ap.

Another feat could unlock the demoralize ability which could have the same effect as the inspire ability, but as a penalty to all enemies within the area.

I think that such abilities are important, because cha is completely useless for companions and more active abilities would make the combat more dynamic.
I really like the idea of a demoralizing ability. Pathfinder has something similar called Dazzling Display: https://www.d20pfsrd.com/feats/combat-feats/dazzling-display-combat
In Battle Brothers. Morals breaks when enough enemies die - the same applies to the player as well. It never made sense to me that enemy units will continue fighting even though they witnessed half of their regiment get wiped off.

Obviously this will be a pain to program and implement. But still, it has potential to be good.
Yeah, another great example of combat with a lot of interesting abilities is Trials of Fire. Before anyone says something like 'It is much easier to implement such abilities in a fantasy game.' ... XCom 2 - Long War has also many interesting abilities.
最近の変更はwizard1200が行いました; 2021年5月20日 12時51分
Pladio 2021年5月20日 12時47分 
Vince の投稿を引用:
skaudus の投稿を引用:
That sounds like a mess to code from scratch...
It is.

Wouldn't the grenade suggestion work ? Simply make it a 1 square grenade with the effects ?

Actually - thinking about it - Gears Tactics made healing grenades :)
Vince  [開発者] 2021年5月20日 14時42分 
Right now anything that requires extra programing is off limits. Our top priority is new content (locations) that needs programming support too. Second highest priority is planned improvements (like the stealth system and recently added party management screen). Third is bug fixing; all the critical bugs are fixed but there are 2 months' worth of work (reported minor issues).

Adding new combat elements would be most unwise at this stage.
Vince の投稿を引用:
Right now anything that requires extra programing is off limits. Our top priority is new content (locations) that needs programming support too. Second highest priority is planned improvements (like the stealth system and recently added party management screen). Third is bug fixing; all the critical bugs are fixed but there are 2 months' worth of work (reported minor issues).

Adding new combat elements would be most unwise at this stage.

Looking forward to The Factory! Will it be only accessible after resolving the central conflict of The Pit, so basically already the beginning of of chapter 2 (including changes to The Pit due to change of leadership/removal of regulators)? Or will it be more like The Armory & Hypodronics, an location thats reachable from The Pit regardless of the final conflict?
最近の変更はMarcos_DSが行いました; 2021年5月20日 14時50分
Another question too. In terms of combat encounters, how many will the Factory have? Will there be enough for me to smash to smithereens?!
Vince  [開発者] 2021年5月20日 15時24分 
Pink Eye の投稿を引用:
Another question too. In terms of combat encounters, how many will the Factory have? Will there be enough for me to smash to smithereens?!
We're going for quality vs quantity, plus various permutations. Hydro and Armory have the same flow, the Factory will have many different scenarios, not immediately obvious, and outcomes.

Very excited about it. There are some very tough optional fights that you will enjoy.

Marcos_DS の投稿を引用:
Looking forward to The Factory! Will it be only accessible after resolving the central conflict of The Pit, so basically already the beginning of of chapter 2. Or will it be more like The Armory & Hypodronics, an location thats reachable from The Pit regardless of the final conflict?
The trip costs 10k. If you have that kinda cash, you can leave for the Habitat at any point. If you do, the first chapter will end and the conflict will be auto resolved.

If you do resolve the conflict, the new leader of the free city will pay for you.
Vince の投稿を引用:
Adding new combat elements would be most unwise at this stage.

I do not think so, because Colony Ship really needs a mechanic (either this one or another one) to make cha useful for companions, because it is currently a dump stat for them.

Vince の投稿を引用:
We're going for quality vs quantity, plus various permutations.

The trip costs 10k. If you have that kinda cash, you can leave for the Habitat at any point. If you do, the first chapter will end and the conflict will be auto resolved.

I hope that this 'quality vs quantity' approach will work better than in the Hydroponics, because fighting twice against the same group of frogs is boring. Also the fight against the single frog is pointless, because it adds nothing new to the game and is not even challenging.

A money requirement to continue with the story feels like an artificial solution to reduce the amount of player money.
最近の変更はwizard1200が行いました; 2021年5月20日 22時18分
wizard1200 の投稿を引用:

I do not think so, because Colony Ship really needs a mechanic (either this one or another one) to make cha useful for companions, because it is currently a dump stat for them.

I think having one dump stat on companions is a compromise we'll have to live with, and it's really not that big of a deal.
Maybe there's going to be a group CHA check for the party that can make the best post-earth Monty Python comedy sketch.

Vince の投稿を引用:
The trip costs 10k. If you have that kinda cash, you can leave for the Habitat at any point.

Is this to the Habitat or to the Factory? Can one even make that sort of money any more with the economy changes? Or will there be more cash thrown at us?
最近の変更はskaudusが行いました; 2021年5月20日 22時31分
wizard1200 の投稿を引用:
Vince の投稿を引用:
Adding new combat elements would be most unwise at this stage.

I do not think so, because Colony Ship really needs a mechanic (either this one or another one) to make cha useful for companions, because it is currently a dump stat for them.

Sarge is THE feat i always take with Jed first. +5% crit and extra accuracy for everyone, whats not to like? Otherwise charisma is just fluff, yes. But why not? The companions are first and foremost characters you make builds for. But they ARE not builds...

wizard1200 の投稿を引用:
I hope that this 'quality vs quantity' approach will work better than in the Hydroponics, because fighting twice against the same group of frogs is boring. Also the fight against the single frog is pointless, because it adds nothing new to the game and is not even challenging.
It can certainly be challenge if you are not in a party & just exploring. Loosing initiative might mean a knockdown crit and a fast death. There was even a thread about it (someone getting killed by it & asking about an indicator that the interaction is potentially deadly). I think there are a few expert players around here that are approaching a level of game mastery & knowledge you shouldn't expect of normal players going at it for the first and potentially only time. They know there is a single frog there and don't trigger the encounter unless in a party, with a combat heavy build or some experience&equipment to deal with it.
最近の変更はMarcos_DSが行いました; 2021年5月20日 23時21分
wizard1200 の投稿を引用:
Also the fight against the single frog is pointless, because it adds nothing new to the game and is not even challenging.

That frog remains the most frustrating game over I had.
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投稿日: 2021年5月19日 14時50分
投稿数: 16