Colony Ship: A Post-Earth Role Playing Game

From Before I Play
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  • As with all Vincelikes it's important to role play your build. You can be an incredibly effective fighter with a personality of a wet mop or you can be Rizzmaster General who can barely shoot. Even if this is the most forgiving of the Vincelikes in this respect, you can't really do both super well.
  • Skills improve by using them and experience points from quests and combat levels you up which grants you perks. The frequency of your level ups decreases significantly after the first few levels and exp is split up by the party. You might finish Chapter 1 at level 4, but a full party is going to finish the game at level 9 max so keep that in mind. You will throughout the game find Skill Training tokens which improve your skills in batches of 3, these are very important and very helpful.
  • As with all Vincelikes the game is taller than it is wider and is made for multiple playthroughs. It's also very okay with failing forward so don't mind with rolling with the punches. You will as you progress throughout the game also gain access to far more powerful companions than the 3 you can get in Chapter 1. The downside is they have loyalties other than you, but they can generally carry you to an ending.
  • It is highly recommend during your initial play throughs you avoid dumping Charisma which is responsible for party size. You can have a max of 3 other companions with you and this is a very large advantage. One of the Chapter 1 companions has a very high base Int which makes her a very strong skill monkey. Unless you're building for that yourself, it is advisable to spend Skill Training tokens on her for non-combat skills.
  • The way skill leveling works means that you never want to have two party members using the same skill as they will split the exp gain and then will not be able to perform higher difficulty tasks.
  • Tagging a skill is very important as it increases its level by 2 without increasing the exp requirement to improve it. This becomes incredibly important in the mid game as skill growth begins to slow down dramatically.
  • Social skills can only be used by the PC. So if you're not good at fighting you want to be good at shooting. Stealth runs can be done by any party member.
  • You will want to take a heroic perk at level 1. All of them are fairly decent, but all but one require a stat set to 10.
  • You can boost all your stats except for Constitution and Charisma with implants, the amount of which is limited by your Constitution. The boost will be by 1 and can be overclocked to 2 at the midgame point through a wealth sink.
  • Choose a single weapon skill, Dodge OR Armor for your combat characters. There is no benefit in using multiple weapons on one character. Critical Strike is good on everybody and is useful in removing certain enemies at the start combat. Armor levels ups when you get hit, Dodge improves when you're missed. They're basically mutually exclusive to effectively progressing.
  • It is important to understand that a Vincelike isn't really an RPG. It is a puzzle game in the shape on an RPG. Most quests are either short or are split up into short components. Progressing the main story will cause things to auto-resolve (usually in a failure state). Mastery of this game is optimizing the order of which you interact with these quests and other sources of exp/resources in order to maximize character progression. Exp is very limited in this game and there are no farmable encounters. Therefore unless you are using a guide it is impossible to "win" every encounter in the game on your first run. There will be a lot of missed rewards. A lot of times where an NPC takes your lunch money and you have to deal with it. Gaining and acting on this meta-knowledge to plan the perfect run is what makes Vincelikes fairly unique.
  • Combat in this game is hard, you will probably need to reload certain combats a few time cause RNG. When characters tell you something is dangerous, believe them.
  • Consumables are incredibly powerful in this game. They are limited, stores don't have infinite stock. But careful usage of them, especially grenades is usually the answer to "How do I win this seemingly unwinnable fight?" This is not a game where you can really afford to hoard them.
  • SMGs are probably the most newbie friendly weapon, but have the caveat of eating a lot of ammo.
  • Enemies and party members are usually 1:1 in terms of strength and durability. You don't gain extra HP as you level up, but you do get better at killing things. Hitting an enemy in the arms will reduce how well they can hit you, but more importantly hitting an enemy in the legs will increase EVERYONE's chance to hit them, so focus firing is key.
  • Enemies will have different armor for different body parts. Armor is a flat reduction of damage so there at times where hitting arms/legs will do more damage than going to center mass even if they have lower base damage.
  • Fighting any psychic enemy builds up your psychic resistance. This makes certain end game fights incredibly difficult if you hadn't taken on early fights against psychic enemies.
  • Trinkets are very powerful. One of the most important trinkets to get early is a Stealth Field Generator which makes a unit untargetable and is incredibly useful in Stealth Runs.
  • There's a point of no return when you go to the Factory. This will lock you out of returning to Chapter 1 for a while, but eventually you will hit a midgame stage where you can travel back and fourth between the areas at will.