Search found 118 matches

by Levgre
Tue Mar 18, 2014 4:30 pm
Forum: Tips, Strategy & Guides
Topic: So, is normal on the Stealth ship even possible?
Replies: 15
Views: 9695

Re: So, is normal on the Stealth ship even possible?

I Find Stealth A a lot more dependable than Stealth B. Early game, cooldown is king since it's so easy to disable enemy weapons systems, and Stealth A's duo weapons have 15 seconds less CD. 25 second charge with 4 power is just realllly iffy without shields, so much time to be interrupted, and reall...
by Levgre
Mon Mar 10, 2014 1:49 pm
Forum: Mod Development
Topic: Mod I'd like to see: Maximizing player interactivity
Replies: 9
Views: 3942

Re: Mod I'd like to see: Maximizing player interactivity

I don't care if some people don't like it. I explained my situation, I'm working hard on developing a flash game atm (unfortunately modding doesn't pay or advance you in the game industry really), and I should have time to mod after that. It's completely voluntary whether anyone wants to work on thi...
by Levgre
Sun Mar 09, 2014 5:28 am
Forum: Mod Development
Topic: Mod I'd like to see: Maximizing player interactivity
Replies: 9
Views: 3942

Re: Mod I'd like to see: Maximizing player interactivity

Started brainstorming for the mod, while looking through the mod tools. Since the players will be given an access to an array of weapons/drones from the start, weapon strategy will have to be inherently different . Right now weapon strategy is basically do hull/system damage however you can, hoping ...
by Levgre
Sun Mar 09, 2014 12:42 am
Forum: Discussion
Topic: FTL's Writer on Slavery & Interactive Mechanics
Replies: 6
Views: 3933

Re: FTL's Writer on Slavery & Interactive Mechanics

We could assume that all the slaves were federation fighters (or at least on the side of the federation), since.. Civvies wouldn't typically know how to operate all the systems on a ship They are not all humans, like rebels The federation would not sell PoWs to slavers, while the morally scrupulous ...
by Levgre
Fri Mar 07, 2014 4:32 pm
Forum: Mod Development
Topic: Mod I'd like to see: Maximizing player interactivity
Replies: 9
Views: 3942

Re: Mod I'd like to see: Maximizing player interactivity

Well, if needed for balance, you could up the power requirements for some systems to make it logistically impossible to to power them all at the same time (unless you shut down shields + engines, maybe). OR you could just balance scrap output and power costs so it is not so easy to max your power. B...
by Levgre
Fri Mar 07, 2014 1:34 pm
Forum: Mod Development
Topic: Mod I'd like to see: Maximizing player interactivity
Replies: 9
Views: 3942

Mod I'd like to see: Maximizing player interactivity

So I think FTL can sort of devolve into a farm fest and a rat race for the right items for your ship. While fun for awhile, I think this is inferior gameplay for more experienced/advanced players. So the mod I have in mind would start the player off with a LOT more, and hike the challenge of fights ...
by Levgre
Thu Mar 06, 2014 8:09 pm
Forum: Working Mods
Topic: FTL Captain's Edition 1.308/Inf 1.301b/EL 1.308
Replies: 6641
Views: 3922954

Re: FTL Captain's Edition 1.105 / CE Infinite 1.005

Have to say this mod is a disappointment so far. More balanced in some ways, but unbalances it on others. Seems the goal was to absolutely kick boarding ships in the testicles. Sector 1 drone ships with 3 attack drones, take out all my systems before I can get away(ofc it was also a solar flare, but...
by Levgre
Thu Mar 06, 2014 3:41 pm
Forum: Discussion
Topic: Some discussion on balance changes
Replies: 26
Views: 11882

Re: Some discussion on balance changes

On the topic of humans, I'd prefer they instantly start with a leveled ability or two, instead of more rapid leveling. Every other racial ability is an instant bonus. That is a strong asset, and insta-leveling humans would make them analogous. Think DnD, where humans start with extra skills/feats. I...