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Now THAT is how you make a proper, modern CRPG with:
>choices that actually matter
>cool party members with their own motivations and opinions
>multiple ways to do quests
>great worldbuilding
>unique setting
>no romance bs
>interesting ending slides
Wished there were more content to the factions, though.
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>>3905767
It's sad that both this thread and the Iron Towers went bankrupt and were forgotten because people don't want RPGs with role playing in them. They want "character driven RPG" slop like baldurs gate and dos because they're genuinely retarded and hate role playing and making choices and just want to goon to their "waifus" and kill stuff
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>>3906739
I read some archived threads and some liked AoD and think that CS is a downgrade. I wasn't able to get into AoD some years ago, but I liked CS.
>>3906719
the devs didn't go bankrupt. They said that CS is actually their most profitable game so far. However, with what they're raking in, they won't be able to make a sequel to CS for now, and so instead of closing down, they opted to make some Battle Brothers-like game.
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>choices that actually matter
There are almost no choices in Colony Ship, compared to AOD it's astoundingly linear. Even which faction you help barely changes anything.
>cool part members with their own motivations and opinions
The party members are bland portraits that have like two paragraphs of dialogue across the entire game lol
>multiple ways to do quests
Not really yet again. They don't change outcomes much, it's a choice between diplomat that beats the game in an hour/terrible stealth/guns blazing.
>great worldbuilding
Less of it than AOD and it's also somehow very bland despite being scifi.
>unique setting
Yes, though the problem is that you never feel you're on a spaceship.
>no romance bs
That's because the companions are noncharacters.
>interesting ending slides
They're all almost identical with a few words changed between factions.
It's also has barely any content after the starting town that is already itself content light.
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>>3908449
>There are almost no choices in Colony Ship
Why lie? It's more linear than AoD but saying that there's almost no choices is just wrong.
>Even which faction you help barely changes anything
You're looking at it wrong. It's not a faction game; micro is more important than macro here. The choices your character makes while trying to accomplish his goals matters more, whereas in AoD your choice of faction and allies is more important than the moment to moment stuff.
>The party members are bland portraits that have like two paragraphs of dialogue
Wrong.
>diplomat that beats the game in an hour
>beats the game
>being the Monks' bitch is beating the game
lmao
>Less of it than AOD and it's also somehow very bland despite being scifi
There's less of a mystery surrounding it, I agree. I don't think it's bland though.
>Yes, though the problem is that you never feel you're on a spaceship.
A huge generation ship that carries a decently large portion of mankind in it is a completely different thing from a spaceship/space station a la System Shock.
>That's because the companions are noncharacters
Nah
>They're all almost identical with a few words changed between factions
Also no.
And I never really get the complaint about content. The length of the game feels just about right for replays.
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>>3905767
>choices
Why do you idiots always delude yourselves into thinking that is somehow an important thing. At the end of the day, choices ain't going to matter except in the context of muh story, and at best as "this npc is subtracted from party" or "this npc is added to party" or another such very, very minor non-obstructive change.
They are never gamechanging choices, because that'd mean extra work.
>party members with own motivations and opinions
And you gotta listen to them yap and yap and yap and they are nothing but the halfbaked reflections of their writers.
>no romance bs
That's good enough for me, disregard the above
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>>3905767
>>3906719
ive said it before and ill say it again: bioware mass appealing to lonely women and coomers is why we cant have nice RPG things anymore
i think of it as a sort of "mark of the beast". if i see a new RPG game, and one of the major selling points is "every character is romance-able" then i know its to be avoided
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>>3905767
I fear their next game is going to end them.
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I don't think I have it in me anymore, but I'd like to minmax this game in a way that optimizes the build so you can pick any ending you want in 1 game. I think it'd need to have sneak and lockpick and maybe computers too all on Fayth, Speech on MC, and whichever combat skill is best so you can beat the monks if you want to.
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>>3906719
>people don't want RPGs with role playing in them
No, people don't want RPGs where you're a regular dude who can't stand up for himself and can't beat up two thugs. It's like the dev completely missed the point of fantasy.
Incidentally, is Colony Ship also this bad?
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>>3912089
I havent played it myself, but ive seen someone else play it
colony ship seems like you need to really focus to be good at one thing
so like if you want to whoop ass in combat, you build for that, and suffer at everything else
so if you also want sneaky skills, you need to add a sneaky thief to your group
from what I can tell, the optimal way to play the game is to be a high int and cha leader type character and have a strong party
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>>3912089
Not being able to fight well if you don't build your character that way is the sign of a good RPG though. And it's not like its impossible to make a specialist or hybrid that's good at fighting in this game.
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>>3911727
>>3912092
Have you tried theory crafting a hybrid build?
it has never been this easy
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I'd like to play it but I'm also afraid of getting megaraped by grenades/bombs because those turned me off Dungeon Rats(which I really liked at the start) and as far as I recall they weren't in AoD so they're probably in Colony Ship now.
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>>3912267
Oh, it's just debuffs now (Poison reducing health for a few turns and stats for the fight, smoke making it harder for you and anyone else to get hit, time to take certain enemies out of the fight for a few turns, flashbangs for making it easier to hit and limit AP, and mindboiler grenades that are flashbangs on steroids)
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>>3915270
It doesn't really seem to matter in CS. Or at least I don't think I saw it influencing anything your character says or any options you have. Faction reputation is far more important.
All of the factions are heavy on authority, anyway. Beliefs aren't really linked to the factions.
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>>3917386
The ship is a generational ship and there is no mention of cryosleep in the game, so I assume there is no cryosleep technology, and it was always intended that the ones who started the journey won't reach proxima b.
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>>3917386
That is explained in the game, during chat with a merchant about stasis grenades.
Turns out being in any kind of stasis causes cumulative brain damage. If you spent a hundred years in a cryo-pod, you would just become a frozen vegetable.
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>>3917520
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>>3917525
He's talking about the time bending bs
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>>3917563
Just launch babies in pods at planets. Fire them from an orbital railgun at relativistic speeds.
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The game itself is meh but the setting is intriguing. I'd play an exploration/scavenging FPS, something between Stalker and Thief, set on a space ship after an undisclosed catastrophe that left entire decks destroyed and condemned, and you have to venture there for resources to keep the remaining life support systems operational.
I guess Prey was a bit like that, its problem was the enemies and combat sucked, also the space station was completely unconvincing.
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>>3918816
it really isn't unfortunately
post solo builds
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High charisma and related skills basically turn this game into a VN. There's no danger, I feel there should be risk involved when trying to bullshit your way past cutthroats and mercenaries. Like passing a check but things still not going your way.
As it is, persuasion is this game is practically mind control.
>these are not the droids you're looking for
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Wait are those the engines?
That would mean the gravity points towards the side of the ship?
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>>3919419
>>3919652
>Which is because they have men with guns and clubs to enforce non-violence on anyone that isn't them
That is precisely how it is in Colony Ship though. If you use only diplomacy, then you're pretty much forced to be the Monks' bitch. Charisma only reaches its full potential by also creating a squad of loyal, heavily armed men. There's a lot of things that pure talkers can't do in this game.
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>>3920701
Basically my impression of the endings.