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Colony Ship Early Access Release Thread [GAME RELEASED, GO TO NEW THREAD]

Nm6k

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Now to figure out why using it on the ship is a bad idea besides it not being available for use on the future colony. Maybe it can turn the whole ship into what the Hydroponics are right now if use poorly
 

agris

Arcane
Patron
Joined
Apr 16, 2004
Messages
6,927
Doubt it very much that it could turn you into a god or smth, different setting, different stakes so I don't think it was designed to benefit one individual.
Hear that? That's the sound of my point soaring above and past you. I'm not saying it's likely a god machine in CS, I'm saying that Vince has shown he is willing to go big stakes, big drama with story reveals. A 60 watt fast charger or printer doesn't fit the pattern he has established, but of course n = 1.


edit: ....aaaand scooped by the man himself
 

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,044
Not exactly. We needed a device that:

- all factions would want
- can used as a weapon (indirectly) and thus threaten the stability of the 'world' (as a bonus it puts the monks out of business)
- other factions would fight for and gladly kill you in the process
- too big to be carried in your backpack, you'll need a train to transport it
 

Technomancer

Liturgist
Joined
Dec 24, 2018
Messages
1,527
- other factions would fight for and gladly kill you in the process
Early game still feels a bit weird. In a sense that literally no one tried to mug you for it. Sure there were some people at the entrance and large factions don't know about it yet but otherwise yeah. After you find it you literally just leave it there, no guards, no trip wires, no anything. All enemies are dead, all doors are open, any scav could just go in there while you go to tanner to try to "claim" it. And by that I basically mean another (strong) squad of hardened mercs waiting inside on your return or as a next quest goal.
 

lukaszek

the determinator
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Jan 15, 2015
Messages
13,166
i thought anyone coming after you without id would still be turned to vapor
 

Technomancer

Liturgist
Joined
Dec 24, 2018
Messages
1,527
i thought anyone coming after you without id would still be turned to vapor
Hmm maybe I missed that part, I always fight the goons instead of using the turrets. Still, not like those are undefeatable for a prepped outfit. Literally only need one pulse grenade.

Like, I killed two plasma turrets solo in mission control depths, would be trivial with several people.
 
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Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,044
- other factions would fight for and gladly kill you in the process
Early game still feels a bit weird. In a sense that literally no one tried to mug you for it. Sure there were some people at the entrance and large factions don't know about it yet but otherwise yeah. After you find it you literally just leave it there, no guards, no trip wires, no anything. All enemies are dead, all doors are open, any scav could just go in there while you go to tanner to try to "claim" it. And by that I basically mean another (strong) squad of hardened mercs waiting inside on your return or as a next quest goal.
If it would make you feel any better, we can 'force' you to lock the door behind you when you leave. It was implied as that's what any sane person would do, but it's better to show you doing it.

As for the machine in its current state:

- nobody in the Pit, including you, knows what it is. It's easier to sell some junk than this machine. A trip to the Habitat to find a buyer is anything but easy.
- the machine can't be used now :some assembly required: Since we're jumping ahead now, your first quest will be to assemble it and see if it's still operational. Only then it can be transferred to a new owner.

i thought anyone coming after you without id would still be turned to vapor
Hmm maybe I missed that part, I always fight the goons instead of using the turrets. Still, not like those are undefeatable for a prepped outfit. Like, I killed two plasma turrets solo in mission control depths.
You destroyed two cheap security turrets (that haven't been properly balanced yet); the cannons in the Armory are a military hardware, designed to stop anything but a major faction :)foreshadowing:).
 

Technomancer

Liturgist
Joined
Dec 24, 2018
Messages
1,527
If it would make you feel any better, we can 'force' you to lock the door behind you when you leave. It was implied as that's what any sane person would do, but it's better to show you doing it.
Yeah it's better. Especially if writing states how maglocks seal the door shut or something like that.

You destroyed two cheap security turrets (that haven't been properly balanced yet); the cannons in the Armory are a military hardware, designed to stop anything but a major faction :)foreshadowing:).
Those are cheap? Yikes. Don't you dare to buff them!

Cannons are resistant to EMP grenades btw?
 

agris

Arcane
Patron
Joined
Apr 16, 2004
Messages
6,927
Vault Dweller this discussion of someone trying to steal it sets up a great opportunity for the player to periodically confront the CS equivalent of claims jumpers when they come back to the armory. Good excuse to throw some bespoke party v party fights against the player, like in Baldur’s Gate 1.
 

Nm6k

Scholar
Joined
Jul 9, 2018
Messages
155
Location
California
The 30th it is then

Not yet. The scripting for the quests that will come out in the beta is done, we are now working on the art side of the levels, which will take about a week. We need to add props to several interiors, do lights, texture some big objects like the factions headquarters, etc. Also add the traders as well. Maintenance area won't be part of the first beta release, still needs some work on the level side.

In general, expect something similar to the beta release of the factory, which had basic art + the main quest. In this case, there will be several quests and sidequests, but we'll keep expanding for the duration of the beta + adding maintenance a couple of weeks later.
 

Nm6k

Scholar
Joined
Jul 9, 2018
Messages
155
Location
California
They are really trying for a 30th release but there is a chance it might be delayed for a day or two but there is only one more big major obstacle of level asset.

Don't know yet. The build's updated every few hours, meaning it's a very intense phase of development where things change fast. All quests for this release are fully scripted, but the fights need to be balanced and the characters need to be given inventory/dressed up. Probably a day's work.

Right now the major obstacle is the level design. We're waiting for the last major asset (Brotherhood's HQ which had to be redone); it should be done by the end of tomorrow, but should be done and will be done are two different things. We had to redesign some areas (relatively small but everything takes time). Now that we're playing it, some things call for changes, which is business as usual. We added a few more situations for the same reason; once you're playing the game, you see things that beg to be added, get ideas for extra content, etc.

Oscar thinks we should release by the end of the month (it's a beta in early access, so it's unfinished by definition). We'll take a look on the 30th and decide
 

Nm6k

Scholar
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Jul 9, 2018
Messages
155
Location
California
The Church Of the Elect HQ interior
QfiAhSN.png
 

Marat

Arcane
Wumao
Joined
Jan 6, 2017
Messages
2,732
Gotta say, I'm a little sceptical about the likelihood of the Habitat being finished on schedule. It took them two months to finish the factory, which is basically a long corridor with three fights, and another two months to finish the shuttle bay, which again has only three fights and admittedly a lot of divergent dialogue possibilities based on the player's choices in the pit and the factory. The Habitat is supposed to be much larger than the Pit, with a lot more content and reactivity to decisions made in previous areas of the game plus main quest progression, and it's going to be done in only twice the amount of time it took for the factory? Ehhhhhhhh......
Article 54: Anti-Soviet agitation and propaganda
Article 5: Rehabilitation
 

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