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That's the whole trick with this game: you learn about the world by failing, then you start over and optimize your playthrough. - Initially I thought that would lead to very similar builds, but if you look at the "Player submitted builds" thread, you will still see half a dozen different builds that are still possible. There are multiple local optima that allow you to get through to the (current) end.
I also don't understand why game forces you to move forward, I didn't want to go to habitat yet but I was forced to because i didn't have speech skills, i want to go back but first i must complete an impossible quest? what is this?
As a side note the easy way out is to offer it to the brotherhood if you have 5 streetwise and make the reaper show you the way to turn the turrets on Storm's crew(@5 or 6 in comps,electros,lock pick needed) then you start the combat only vs Storm+1 crewman.
Its built in such a way that you need several runs to see all the mutually exclusive content while also find your bearings and realize you can have a big crew and thus each skill should be tagged on a crewman...best way to do this is either by having each crewmen tag one or two none combat skill OR having yourself as a very high int build that will handle most checks by himself and use hes crew mostly for combat.
PS:you can use skill training tokens to shore up some skills(btw most speech checks atm can be covered by 6cha+5streetwise&persuasion(optimal choice as you can also have 2 companions and streetwise&persuasion can be bumped up to 5 fairly easy with tokens assist) OR 6-7streetwise&4persuasion with no cha)
Not expected. Whatever your skillset is, you should be able to progress.
You don't have to go to the Habitat until you're ready/explore the nearby locations (Armory, Hydroponics, Mission Control), so you aren't forced to leave, but once you leave you can't go back until your business in the Habitat is concluded.
I'd suggest to upload your save somewhere and then we can figure out a way forward. Since you managed to get through the Factory and Shuttle Bay, you should be able to handle the Habitat.
After that, as you mentioned, you have to gain access to at least one of the faction bosses:
- for the Brotherhood it is dealing with Storm (one way or the other)
- for the Church it is dealing with that peace preacher (John?)
- for the Protectors it is dealing with the Spy.
If you are not good enough to do any of those, your build (and / or playthrough) is not optimized enough.
Colony Ship is a tactical, round-based roleplay game - but it is foremost a game for Min-Maxing players that are willing to do multiple playthroughs and adapt their builds / playthroughs to the world they find. There are no random encounters, no random skillchecks, no random loot tables. Everything is handcrafted and carefully balanced to provide some real challenges. - That might seem counter-intuitive, because it requires a lot of starting over (or reading spoliers on the side), but if you only do a single playthrough, you will play less than 1/3 of the (total) content anyway... - the content of a typical playthrough is short enough to play through on a single weekend.
When you see us having 300h or 400h of playtime, that is not because one playthrough takes 100h - it's more like 12-15h (or even less, depending on wether you still read all the dialogue; how often you try reloading certain fights, and how much you already know about the game-world). Use map travel - you don't have to walk all the way, especially when you replay the game...
For some fights it works if you just reload and go in with different equipment, or redo them 5 or 8 times until you find the right placement and movement of your characters and try different orders of how to dispatch or debuff certain enemies - I am not joking.
Edit: when fighting is too hard, that is the game's way of telling you, that you should maybe try different approaches: bring a minimum (or maximum) amount of talking and / or sneaking; bring a full crew etc. - nobody forces you to do everything with fighting.
Edit: I'm still learning (and trying) new things, even after eight or ten playthroughs.
P.S.: after a while you will be catching yourself on thinking through the order in which to do things even while your computer is off... - your goal is problem solving first. Once you know how you can beat the game, then you can concern yourself with matters of style... - bending it to your will despite all the restrictions. It is no coincidence that a lot of us can talk about NPC-names and quest-solutions and certain fights from the top of our head...
To quote Battlestar Galactica: All of this has happened before, and it will happen again. - So say we all.
Anyways, killing protectors in shuttle bay has no impact whatsoever on their quests, you can still go and work for them.
Side Note: I can understand why some people get frustrated by having to start over late into their game. Not everyone has patience to restart constantly, especially if this is someone's first run. Having bad first experience might cause someone to simply ragequit and not come back.
That's cool, in one of my first games i got softlocked from visiting abraham for mercy quest because i was mostly a combat character.
Tbh, Mercy wanting church's help when church quests require much talking while getting mercy in power required to win a long and hard combat encounter(and persuading here is not actually that hard) is a bit counter-intuitive imo.
Basically, you have to go the church area, and then you can find him there. Quoting from the guide:
"Head to The Annals near the residential deck elevator and speak to the archivist inside about the mystery machine in the Armory."