Colony Ship: A Post-Earth Role Playing Game

Colony Ship: A Post-Earth Role Playing Game

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halcyan2 May 14, 2024 @ 9:33pm
Early Squad Leader or Later Quest?
When I previously played Colony Ship during early access, the later chapters weren't fleshed out so it was optimal to go for the Squad Leader implant during the Little Shop of Horrors quest.

However, now that there is a bonus quest (Mission Person) available if you do not go for the Squad Leader implant and kill Jimmy, do people feel that the bonus quest is worth it? Or do people still prefer the early game bonus of having Squad Leader in Chapter 1?
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Showing 1-8 of 8 comments
skaudus May 14, 2024 @ 10:03pm 
If I'm planning to do lots of combat with a full party, I kill Jimmy straight away. But most of the time I leave it, since you do get more stuff from the Mission Person quest.
grraf May 14, 2024 @ 10:54pm 
There are 2 optimal routes so to speak:
1)Combat heavy murderous psycho route: having sarge on Jed&squad leader implant as soon as possible is the way to go (for context with this exact setup on my last run my char managed to reach lvl8 crit tagless)
2)Hybrid/diplomacy heavy route should do shuttle bay early and side with Nico so you get sent to nail Rowley and get hes implant(via stealth preferably as it allows you to make things much easier on yourself)... obviously this lends itself very well for a church run backed by Mercy.
Last edited by grraf; Nov 20, 2024 @ 2:20pm
paladin.roland Nov 18, 2024 @ 4:09am 
Hello, did not want to open another thread. I went for the kill Jimmy/Manfred solution. Now Only the skull with the Squad Leader implant survived. Giving it to Sarah she offers it for 700 credits. But there is no option to buy. When I "think about it" its gone. Don't know what to do. Please help.
skaudus Nov 18, 2024 @ 7:25am 
Originally posted by paladin.roland:
Hello, did not want to open another thread. I went for the kill Jimmy/Manfred solution. Now Only the skull with the Squad Leader implant survived. Giving it to Sarah she offers it for 700 credits. But there is no option to buy. When I "think about it" its gone. Don't know what to do. Please help.

It should be in Sarah's inventory when you buy things normally.
lotsoffire Nov 20, 2024 @ 12:53pm 
Getting squad leader as early as possible is great. But if you're a Pit loyalist, it's not really something you would do. You know Jimmy, you know how hard life is in the Pit. You've got to stick together. You can't just murder this guy. The doc only sent you to pick something up for her, not kill a man and rob him. You'll ruin her business, too.
And if you are playing that kind of character, then you'll probably side with Jonas and want to deal fairly with Moses, eliminating your chance of digging one out of Rowley's bullet-riddled corpse. That pushes your squad leader implant all the way to the Heart.

I wish there were more opportunities to get one. I know it's a rare piece of kit, but come on.
Tpau Nov 22, 2024 @ 3:29am 
Comes down to what you value more in your run really.
Early combat SP and some additional early game gear/Biotech extraction, or additional gear later on and a little Lockpick/Electronics SP when you return from the habitat.

Honestly, for me at least, I tend to exclusively go down the murder route, as the only worthwhile loot is the additional pulse grenade and 6 energy cells, of which there is already an abundance. 
bobbie046 Nov 26, 2024 @ 2:39am 
If you kill Jimmy you miss out on a side quest from Sarah when you return from the habitat and also lose an extra power unit for Romeo. The extra combat xp isn't worth it
Tpau Nov 26, 2024 @ 11:14am 
I tend to agree for most people. But it depends what you want really; the early combat SP can be useful for certain routes if solo. As it's one of the Chapter 1 options to take combat SP and not lose skill check SP.

Essentially, you're have two options.

1) Kill Jimmy and get 5 enemies worth of combat SP + 90 XP in Chapter 1. Once you hand in the quest you get 60 XP (which you get either way) and additional Regen's and Medkits on top of the usual.

2) Keep Jimmy alive and get an additional quest in Chapter 3, totalling 150 XP. Plus
additional Lockpick and/or Electronic SP. Then get to loot Combat Armguards, Combat Armor, Combat Leg Armor, Pulse Grenade, Energy Rifle with 6 Cells, Lifesaver (Chip) and a Heavy Power Cell.

If in group, I would tend to favour the second option as the additional loot can be useful.
If solo, the first option for extra combat SP early has some note worthy potential. BUT, when soloing you already have waaay more of everything listed than you need anyway :)
Last edited by Tpau; Nov 27, 2024 @ 2:21am
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