Colony Ship: A Post-Earth Role Playing Game

Colony Ship: A Post-Earth Role Playing Game

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wizard1200 Apr 7, 2021 @ 1:47pm
Cult leader, sarge and captain
I think these feats are slightly too weak:
- Cult leader: xp + 30 % (more noticeable)
- Sarge: additional graze + 10 (powerful, but less powerful than a higher accuracy)
- Captain: additional graze + 10 (powerful, but less powerful than a higher accuracy)
Last edited by wizard1200; Apr 7, 2021 @ 3:22pm
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Showing 1-6 of 6 comments
wizard1200 Apr 9, 2021 @ 3:09am 
After finishing the current content with cult leader and captain i would change the suggested modifications slightly:
- Cult leader: xp + 30 %
- Sarge: additional graze + 10
- Captain: additional graze + 10, but reaction only + 15
Last edited by wizard1200; Apr 9, 2021 @ 3:11am
wizard1200 Apr 12, 2021 @ 6:56am 
I think that especially sarge and captain should be slightly more powerful, because the game tells you that characters with these perks are priority targets, but their current effect is too weak.

The squad leader implant is also slightly too weak if your character has a charisma score of 8 - 10, because he has already the maximum number of followers in that case. The implant should also increase the initiative of the party members by 10 if the character has a charisma score of 8 - 10.
Set_iscariote Apr 12, 2021 @ 7:15am 
Take in account that the implant can be upgraded later for even better bonuses, and I will probably be checked at some point of the game in order to cheat some of the high secutiry sistems of the armory or the deck.

The same way cult leader could be checked for somekind of "the chosen one" outcome.

Sarge if a low investment medium regard perk, but captain is probably one of the most OP perks in the game. They seem balanced to me.
wizard1200 Apr 12, 2021 @ 7:44am 
All feats COULD be checked at some point of the game and all implants CAN be upgraded. That is the reason why their regular effect should be useful.

The attribute requirement of sarge is low, but the feat still requires a precious feat point and the current difference between sarge and captain is too big in my opinion. That is the reason why both feats should get the same graze bonus and captain a slightly lower reaction bonus.
Last edited by wizard1200; Apr 12, 2021 @ 7:45am
skaudus Apr 12, 2021 @ 7:52am 
If you sum them up with 3 recipients, Sarge gives a cumulative +15 accuracy and +15% critical chance, while Captain gives +30 accuracy, a lot of reaction and +15% critical chance.

While they are split between companions, you still have 3 companions, which is a massive combat advantage. I think they're alright, honestly.
wizard1200 Apr 12, 2021 @ 8:02am 
You need either the squad leader implant or a charisma of 8 to multiply the effect of sarge by 3 and this requires either a precious implant point or you could just add another point to charisma to get captain.

The current version of the feats is MUCH weaker than in the combat demo, which is great, because they were previously overpowered, but now they are too weak ...
Sarge: accuracy + 10 and critical strike + 5
Captain: accuracy + 20, reaction + 20 and critical strike + 5
Last edited by wizard1200; Apr 12, 2021 @ 8:09am
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Date Posted: Apr 7, 2021 @ 1:47pm
Posts: 6