Colony Ship: A Post-Earth Role Playing Game

Colony Ship: A Post-Earth Role Playing Game

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thelebk Apr 24, 2022 @ 12:50am
Raising Stats
I started with a character template on my first run which gave it 4 points of con. Implant limits are never explained in the game, and now I find I need *5* con to get a second implant. How do I raise my con a point? Are there any feats which do this?
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Showing 1-15 of 29 comments
skaudus Apr 24, 2022 @ 12:55am 
On the character creation screen there is a section that mentions the maximum number of implants your character can have. It is normally dependent on the CON stat, and you can get all implants if you have 10 CON. In addition, you can select the [Bionic] feat to grant you +1 to your implant limit.
skaudus Apr 24, 2022 @ 12:57am 
You can raise most stats via implants, with the exception of CON and CHA. CON is pretty much the implant-stat, so setting it at 4 will significantly limit your ability to use them.
thelebk Apr 24, 2022 @ 1:27am 
Thanks, but this is not my question. My question is how do I raise CON not implant limit.
skaudus Apr 24, 2022 @ 1:35am 
Originally posted by skaudus:
You can raise most stats via implants, with the exception of CON and CHA.

Currently, there is no way to raise CON after creating your character.
thelebk Apr 24, 2022 @ 2:20am 
Wow great newbie trap. The templates set you up for failure. Time to reroll. Ughh.
Vince  [developer] Apr 24, 2022 @ 3:09am 
Originally posted by thelebk:
Wow great newbie trap. The templates set you up for failure. Time to reroll. Ughh.
This template (Mastermind) is very strong: INT 10 - 4 tagged skills, 30% exp bonus, unlocks Mastermind feat (extra feat every third level), CHA 9 (max party members, disposition bonus), PER 7, but it comes at a cost - low physical stats.

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.
Mechalibur Apr 24, 2022 @ 9:33am 
Originally posted by skaudus:
Currently, there is no way to raise CON after creating your character.

Or ever, probably. Although it would be cool if there was something similar to the surgery in AoD.
thelebk Apr 24, 2022 @ 10:05am 
Originally posted by Vince:
Originally posted by thelebk:
Wow great newbie trap. The templates set you up for failure. Time to reroll. Ughh.
This template (Mastermind) is very strong: INT 10 - 4 tagged skills, 30% exp bonus, unlocks Mastermind feat (extra feat every third level), CHA 9 (max party members, disposition bonus), PER 7, but it comes at a cost - low physical stats.

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.

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.
Vince  [developer] Apr 24, 2022 @ 2:09pm 
Originally posted by thelebk:
My apologies for seeming negative.
I didn't think you were.

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.
It was but I wouldn't say it was needed.

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?
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.
thelebk Apr 24, 2022 @ 6:25pm 
@Vince /Concur all. At this stage any suggested changes must be passed through the integrated change management process and be justified with clear ROI.
Technomancer Apr 25, 2022 @ 7:56am 
Originally posted by thelebk:
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
Fallout New Vegas. Some of the people who made it, worked at the very same Black Isle studios that made OG Fallouts. So in that modern take they did exactly the same - total amount of cybernetics is gated behind Endurance score. Which makes perfect sense and I'm glad ITS went the same road.
thelebk Apr 25, 2022 @ 2:01pm 
@ Olugtoi refresh my memory but I thought you could raise endurance one point with the right chip in Fallout New Vegas?
HuggyBear Apr 25, 2022 @ 2:06pm 
Originally posted by thelebk:
@ Olugtoi refresh my memory but I thought you could raise endurance one point with the right chip in Fallout New Vegas?

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
wizard1200 Apr 26, 2022 @ 8:48am 
Originally posted by Vince:
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.

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
Ergil Apr 26, 2022 @ 9:05am 
This suggestion makes Bionic awful, since low CON characters can't afford to take it.
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Date Posted: Apr 24, 2022 @ 12:50am
Posts: 29