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Not that it's particularly engaging imo, but it's not a trap if that's how you want to play.
Do you mean just the main quest? 'Cause I'm sure there are side quests that require at least some combat to complete. For example, how would you get 3 psychic frog brains without combat?
Big caveat is that training opportunities haven't been implemented yet for the Habitat, so you're meant to be able to raise your skill a little more.
There are definitely some questlines and paths that mandate combat, but you can definitely do most of everything non-combat, and I'm not sure of any "gotcha" moments.
For reference, here's a build that solved every possible quest and interaction via peaceful dialogue, and still did every single optional combat encounter. The speech part is the easy one, and you can definitely invest more into it.
I wanted to see if you could do it without any tags, and you can, but it requires some min-maxing. If you want to forego combat altogether, it's very straightforward to tag one, two or even all of the speech tags and then pass through everything with flying colours.
So, to be more specific, where did you feel forced into combat?
So, if you want to go non-combat, the issue is that your character won't be good at combat?
The extra combat content is only really useful for combat chars anyway, with the exception of one of the mutation feats.
Is there a way to install Braxton as leader of the Pit (or take down Braxton?) without shooting someone?
This is mostly just an impression I have; I've only played like 15 hours. Maybe there are ways to solve every encounter.
He then sends you to intercept the Regulator reinforcements, which you can solve without bloodshed.
It is true that you can't install Mercy as Pit Leader without combat though, but Jonas and Braxton are okay.
You can only support either Jonas or Braxton, but not Mercy.
(To support Mercy, choose Braxton first, persuade Mercy to join him and follow the combat-options)
Combat has a steep learning curve.
Going to the Courthouse helps with that.
I prefer a blend of talking and fighting, but then must be carefull which fights to pick, especially in the Factory and Habitat.
Fair enough; this is a valid game design decision. It's different from most other RPGs where a blend of combat and non-combat will get you what you need, but it does make sense.
EDIT: Actually thinking more about it, this isn't a bad thing at all. It actually makes sense that if you shoot people, you get experience shooting people, and if you persuade people, you get experience persuading people. Just wish it was more explicit about it upfront.
Some quests and situation can only be resolved with combat, just like some quests and situations can only be resolved with diplomacy or stealth, but such quests are always optional.
About the hybrids; yes, playing a fighter/talker is the hardest path as you have to carefully balance your combat and speech skills, but at the same time it's the most rewarding path as you can do a lot more than a pure fighter or talker.
Cool; thanks for the clarification!
No. It's not. A trap assumes that the developers deviously devised a choice meant to antagonize the player in a way that locks their progresses or whatever. That's not how that works. You usually can figure out if a build is a bust in first hour of playing (meaning if you create a talker and realize you can't pass relevant checks. Or you roll a fighter and discover you're struggling with easy enemies.); the game gives you immediate feedback about these things.
Anyways. Tangent aside. As to the question on hand. This character did all the relevant content without combat:
https://steamcommunity.com/sharedfiles/filedetails/?id=2808263746
If you're going to roll a character that doesn't engage in combat, then you stick to that archetype and don't engage in combat. Colony Ship is a role playing game first and foremost, meaning character builds aren't some aesthetic choice where it doesn't matter in the grand scheme of things. Sure. There are things you're going to miss out on. Ah well. That's life. You can't have a character that's never shot a gun before and immediately expect him to be a proficient fighter. That doesn't make sense. That's like wanting your cake and eating it.
I somewhat disagree with this. My first build petered out at the beginning of the Habitat since I got rumbled in every combat encounter, and it was nearly 10 hours to get there, muddling through a lot of combat slowly. The "feedback" it gives you is only relevant once you know the game's systems. Like once you have a rifleman that is consistentlyu getting 95% accuracy, you'll know that's awesome, but if you're playing the first time and see a lot of 35%s, you might just assume that's the norm and be working to make slight adjustments to improve that (different firing modes to get +10 here, an implant for PER over there, etc... you got your 35% to 55% and you're still losing a ton without knowing why).
I'd even go a bit further because certain things appear to be very relevant early on... particularly grazes. 3x grazes is more damage than 1x hit early on, so you might grab the feat for grazes only to realize once you hit the first difficult encounter that your grazes are all doing zero.
Not that this is necessarily a bad thing; this game does take learning and patience and rewards you for it.
A lot of RPGs are all about letting the player choose a way through any situation. Colony Ship is more about creating a character and then the best path for a given situation is clear.
I think describing it as role-playing though can be misleading since you're quite railroaded there. Can I roleplay as a guy who kills frogs/mind worms/dangerous lifeforms, but never hurts a person? That's a REALLY difficult build. Can I roleplay as a lawman who will never steal? Yes, but I'm gimping myself by doing so. Heck, even just saying "I won't kill any innocents, but will use force on evildoers" is going to be a negative for your character -- a simple example is the squad leader implant; you're basically killing innocent scavengers to steal their implant. Being evil is going to get you much further than being good.
BTW, again, I'm not saying this is a bad thing. That's the game design. And real life design, too.
Well, list some games where builds are more than some aesthetic choices while also facilitating the player many options towards a situation. I'm curious about this claim.