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Currently, there is no way to raise CON after creating your character.
This character won't need any implants to finish the game, but you can get up to 2 anyway: 1 from CON, 1 from Bionic feat.
Or ever, probably. Although it would be cool if there was something similar to the surgery in AoD.
My apologies for seeming negative. I know how hard it is to build a decent title. The crux of my concern is that The Colony Ship seems to taker a step back from CRPG progression in regards to cybernetics. 20 years ago Interplay figured out in Fallout2 that you needed a way to increase character stats... all stats. They inserted into the game a method to do so, one at a time, after exploration and some character sacrifice for each. It was fun. Modern games like ShadowRun use the 'essence' system which allows multiple implants in every character, but forces trade-offs as to which implants you take as some use more essence than others. You may end up with only a couple of good implants, or many of lesser strength. There is richness in this decision.
I am not debating that the mastermind perk is powerful, but is it fun? Its entirely passive. Exploring and saving money to add implants is fun. being limited to only one in a future setting seems unnecessarily limiting. This is heightened by the fact that new players will hit the ocular implant first, so they will all be locked into that implant even if it is not a good long term choice. Then if they do something amazing and end up with a very good implant (Sarg) they can't install it. Where's the fun in that?
Thanks for the hard work your team put into the game, I am enjoying it.
It was but I wouldn't say it was needed.
Technically, that implant won't be of much use to that particular character (CHA9) as you'd already get the max number of followers and the CHA implant won't go beyond 3 followers for balance reasons.
You're right that a new player can install the first available implant and regret it later, but such regrets are fairly common in games. In Shadowrun you choose your Etiquette blindly, never knowing when and how it will be used. Etc.
Anyway, there isn't much we can do about it now. Changing the systems in mid-development is rarely a good idea and should be reserved for dire emergencies.
You could raise Endurance with an implant, but, your max number of implants was still capped by your base Endurance. Raising Endurance with the Intensive Training feat would count as raising your base Endurance.
https://fallout.fandom.com/wiki/Fallout:_New_Vegas_implants
Like selecting your tagged skills in Colony Ship, where you neither know how useful for example streetwise, biotech or steal will be in the game.
I guess that the number of implants is not a dire emergency, but this part of the character progression could be made smoother (1 - 7 implants vs. 2 - 5 implants) by changing the effect of con (and bionic):
- con 4 - 5: 2 implants
- con 6 - 7: 3 implants
- con 8 - 9: 4 implants
- con 10: 5 implants
- bionic: number of implants + 2, hp - 10, disposition - 1