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Core Space chat
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- hotseatgames
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Still love this game. While First Born is still Core Space, there are quite a few differences, many of them more subtle than I was expecting.
The power level increase is kind of staggering. Cassie, the captain, in particular is a powerhouse. Balcor the wookie dude is pretty strong as well. In regular Core Space, it was much more common to start with crew members with one skill peg, and one native skill on their board if they were lucky. Most people don't have any natural armor, where you get two with a point of armor in this set.
The First Born environment seems more dangerous, however, which balances this out to a degree. I really dig how different it feels, how the threats have a distinct personality from the previous game, and the tempo itself is changed up. This is all great, not necessarily better, but I'm thankful the First Born have a different feel.
Big fan of them also including some of the Dangerous Days campaign rules here, such as paying crew after each mission and ship repairs being more costly. Same with the career upgrades and it being harder to gain them past the first level. If you bounce back to the regular Core Space set Mark, I'd recommend you use these rules as they improve the game significantly (progression is too fast in OG CS).
I'm jonesing to start mining, but I don't feel like the inventory space is well supported to be a prospector. It's just too costly to have a pickaxe take up a whole square slot, and then whatever you mine taking up additional space. Think the backpacks and bandoliers will make that more enticing. Or, maybe once I get a fourth crew member. I often use a fourth crew as a mule of sorts in previous campaigns. Give them a single not terribly costly weapon, and maybe even drop it for more expensive loot if given the opportunity.
LOVE the worms and hunters. Such a different personality than the civies/gangers/cops/workers/bounty hunters. I really appreciate how worms/hunters interact as well. It creates neat story moments independent of your actions.
My first mission was relatively calm and never even saw a Liege. Second mission went to hell, as Core Space often does, and I didn't even get near the 10UA Dyson stick.
The Knowledge Die is nuts.
I think they did a wonderful job with this sequel, rune sliver tokens notwithstanding.
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I think after I complete the campaign it would be neat to throw the whole mess together. Maybe alternate spawning on the First Born enemy tracker and then the Purge tracker. I assume the Purge would fight the First Born but I don't know.
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While it was fairly boring, I figured I'd take the easy victory where I can get it since usually this game dropkicks me. Had I not been lucky in mission 1, finding the alien key that lets me use the First Born secret doors, this mission would surely not have gone so easily. I was really glad I didn't sell it.
Speaking of selling, I now have enough money to buy a backpack, and I am surely going to. There is so much more loot in these levels than I have the capacity to carry.
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Scenario three was the most interesting yet. I outright failed, although came close to success. Stocked up with a backpack myself afterwards, as well as giving the Wookie a pickaxe and bandolier.
I've been fortunate not to leave a crew member behind yet. Rolling poorly on one of the evac charts and losing equipment can really dent your UA supply.
Haven't even seen a True Born yet, either. Imagine that will change soon as the scenario difficulty ramps up.
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I went from wealthy to basically having four UA in reserve, as I had to pay for the new crew member as well as buy it a pistol. My ship is in nearly mint shape, as it seems like I make it off with the repair Fibril every single scenario. If it was beat up, I'd be in serious trouble.
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Do you play that you can do whatever scenarios you want between scenarios of a campaign?
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