Author Topic: FTL: A space based roguelike  (Read 51428 times)

Offline zebramatt

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Re: FTL: A space based roguelike
« Reply #240 on: September 29, 2012, 05:16:40 am »
You'll get there! I'm currently at a standard of play where I can almost* always make it to sector 5 but whether I get any further than that depends on my ship loadout and a hell of a lot of luck. Still loving it though.

*Rock layout A, with its two missile launcher loadout, is freaking crazy. There simply aren't enough missiles in the galaxy.

Offline madcow

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Re: FTL: A space based roguelike
« Reply #241 on: September 29, 2012, 05:28:12 am »
Oh, I'm having a blast, don't get me wrong. I'm eager to unlock the new ships, but kind of don't want to go down to easy mode to do it. Heh.

Offline zebramatt

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Re: FTL: A space based roguelike
« Reply #242 on: September 29, 2012, 06:12:21 am »
Oh and: what's easy mode?  8)

Offline Wingflier

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Re: FTL: A space based roguelike
« Reply #243 on: September 29, 2012, 10:47:29 am »
Quote
*Rock layout A, with its two missile launcher loadout, is freaking crazy. There simply aren't enough missiles in the galaxy.
Yes, I think the fact that missiles are so difficult to come by is a glaring flaw of the game, and prevents many double or triple missile strategies; which is a shame because missiles (and bombs) are a lot of fun.

When that 3rd party mod maker comes out, I'm going to remove several (what I consider) useless augments, and replace them with more interesting ones.

Useless:
-FTL Recharge Augment (Makes your FTL charge faster) - It MAY save you in a tight situation, but if you can't win every battle until the end of the game, chances are you're going to lose anyway.  Also leaving battles means you're hurting the scrap you're going to get, and the FTL already charges fast enough anyway.  This is a waste of money.
-Repair Arm (Repairs your ship at the cost of 15% of your scrap) - This could be useful if you took away the 15% scrap penalty, but I still don't see what it adds to the game.  Fixing your ship is relatively cheap anyway, and will probably cost less in the long run than buying this.
-Drone Recovery Augment (prevents you from wasting Drones) - This isn't very useful either.  Unless you're extremely wasteful, you should have plenty of drones until the end of the game.  I could see changing this one to make it more useful, but I would probably just remove it.
-Reverse Ion Field (20% chance to negate ion damage completely) - REALLY?  Useless.  I might change it to it always blocks the first of every 5 ion shots, or it blocks an ion shot every 15 seconds.  But I'd probably just remove it because why would you ever get this?
-Adv. FTL Navigation (Allows you to jump to previously visited locations...) - Useless.
-FTL Jammer - Useless.

I'll probably think of more/see more as I go along.

New:
Advanced Targeting Augment - Cuts your chance to miss the enemy ship by half.
-Seems reasonably fair.  Some ships don't have that high of a dodge rate anyway, so it's not as useful against them.  Also once you take out the enemy's cockpit or engines it becomes superfluous.  In many cases Weapon Recharge Speed or Pre-Igniter would be more useful.  It all depends on how important it is for you to hit them with your strategy.
Missile Manufactory - Automatically produces 1 missile every jump.
-Very useful for double or triple missile strategies.  Opens up new strategies that weren't in the game before.
Decoy Drone Launcher - Manufactures and launches "decoy drones" as such that every 3 jumps, the pursuing Rebel fleet moves at half speed (the same as if you're entering a nebula).
-Useful for getting extra "time" at each Sector.

Oh and also:

I'm renaming Boarding Drone to "Cool Aid Man" Drone.  It's more...technically accurate.
« Last Edit: September 29, 2012, 12:19:50 pm by Wingflier »
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Offline deMangler

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Re: FTL: A space based roguelike
« Reply #244 on: September 29, 2012, 12:36:32 pm »
Well, having played it a bit more it has gotten to the stage where I have found various 'holes in the wall' and it is easy to beat now. There are various 'achievements' to work through now. Hasn't stopped being fun, yet...

Offline Wingflier

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Re: FTL: A space based roguelike
« Reply #245 on: September 29, 2012, 12:41:15 pm »
This is the first time I've ever been at Sector 8, I have 353 scrap, and I literally have nothing to spend it on.  My ship is upgraded to maximum capacity, my energy is maxed out so even if I upgraded something else I couldn't support it lol.
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Offline KDR_11k

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Re: FTL: A space based roguelike
« Reply #246 on: September 29, 2012, 05:20:50 pm »
-Adv. FTL Navigation (Allows you to jump to previously visited locations...) - Useless.

Just tag the exit beacon and you can explore as far away from it as you want and return to it on the last possible moment.

This is the first time I've ever been at Sector 8, I have 353 scrap, and I literally have nothing to spend it on.  My ship is upgraded to maximum capacity, my energy is maxed out so even if I upgraded something else I couldn't support it lol.

Happens often with Crystal B for me, keep in mind that each point that a system has acts as a hitpoint even if it's not powered. That's why I sometimes upgrade systems I don't actually want to power up in order to increase their durability.

Offline Wingflier

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Re: FTL: A space based roguelike
« Reply #247 on: October 02, 2012, 10:55:00 pm »
Just beat it for my 3rd time on Normal (haven't unlocked Hard yet, if there even is a hard), and this time I did it while losing 3 crewmembers to my own "boarding tactics".

Yes, that's right, 3 crew members were lost using Level 2 Crew Teleporter, rendering it basically useless for the rest of the game, and yet I still managed to pull out the victory quite handily.  The Teleporter pays for itself extremely quickly, in terms of the extra scrap, weapons, and crew you get by boarding, so it's not even a loss at all in the end.
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Offline icepick37

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Re: FTL: A space based roguelike
« Reply #248 on: October 02, 2012, 11:45:40 pm »
There's no hard.  :)

I just won a runthrough with the rock cruiser like that. I hired 12 crew in that game. there was only 4 by sector 7.  :p  I suck at crew management. Even more so when they are on the other ship, haha.

Fun, though.

Offline Oralordos

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Re: FTL: A space based roguelike
« Reply #249 on: October 03, 2012, 12:54:22 am »
Still have no money so I can't get this yet although it looks very good. And all of the money I get in the future is kinda reserved for Ancient Shadows and Shattered Haven.

Still, I find it odd that this just so happens to be one of the largest threads on these forums.

Offline zebramatt

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Re: FTL: A space based roguelike
« Reply #250 on: October 03, 2012, 05:53:47 am »
I've stopped playing it constantly and am now instead playing it very often.

Still haven't won!

Offline Mánagarmr

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Re: FTL: A space based roguelike
« Reply #251 on: October 03, 2012, 10:19:42 am »
Still, I find it odd that this just so happens to be one of the largest threads on these forums.
We're all basically right smack in the middle of the target audience of FTL, so it's not really THAT strange.
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Offline zespri

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Re: FTL: A space based roguelike
« Reply #252 on: October 03, 2012, 01:22:45 pm »
I'm guessing that the budget to produce FTL was nowhere near the budget to produce AI War.

Offline keith.lamothe

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Re: FTL: A space based roguelike
« Reply #253 on: October 03, 2012, 01:31:54 pm »
I'm guessing that the budget to produce FTL was nowhere near the budget to produce AI War.
AIW 1.0 was produced on a very small amount of money, though I wasn't there to know just how much.

In any event, much smaller than the amount of money FTL raised in its kickstarter.
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Offline Echo35

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Re: FTL: A space based roguelike
« Reply #254 on: October 04, 2012, 12:09:11 am »
Don't know if it's been posted here but Pyrion Flax (YouTube guy who usually does quite hilarious Dota 2 videos) did a quite hilarious FTL video. Mild language if you're not cool with that sort of thing. Sums up FTL pretty well. http://www.youtube.com/watch?v=9V_mUnYb928&feature=g-user-u