FTL Captain's Edition 1.308/Inf 1.301b/EL 1.308

Distribute and discuss mods that are functional. Moderator - Grognak
Nider_01
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Re: FTL Captain's Edition 1.099

Postby Nider_01 » Sun Feb 09, 2014 7:08 am

Fire focus beam tooltip isn't correct. It says that beam can pierce 2 shields when weapon can pierce 3 of them
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Knightmarez
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Re: FTL Captain's Edition 1.099

Postby Knightmarez » Sun Feb 09, 2014 7:47 am

Could the FTL recharger not only effect combat, but also allow for two blue events in an empty beacon? the same way the Aug Power Generator allows for two combat augs....
Mr. Mister
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Re: FTL Captain's Edition 1.099

Postby Mr. Mister » Sun Feb 09, 2014 9:26 am

Nider_01 wrote:Fire focus beam tooltip isn't correct. It says that beam can pierce 2 shields when weapon can pierce 3 of them


3 is what the stats say, but that's because no-damage beams get blocked one shield earlier than expected.

Also sleepy, you if you wanna make the player consider selling crew to the bounty hunter, what if instead of scrap you make them offer you a weapon or augment every now and then? Currently the scrap isn't worth it unless you're flying the sMPK's Vortex, since in the earlier sectors you don't have crew to spare, and in the later ones you risk losing your experienced crew.
Kartoffelr
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Re: FTL Captain's Edition 1.099

Postby Kartoffelr » Sun Feb 09, 2014 10:48 am

ikeelyou300 wrote:Yeah you're right that's why I said those were the crazy ideas...

BUT it would be interesting to have a ship that had a trade off. Obviously not in normal CE, but just in general. Like an Engi ship with no weapons, but 12 drone power and 4-6 drone slots. Or a Mantis ship with a level 4 teleported and no weapons. Or a stealth ship incapable of getting shields, but with a 20-25 second cloak. The 5-6 Zoltan Shield is already a trade off because it would use up 12 power bars, nearly half the maximum power.

I don't know if you played alot in this game, but most of these ideas don't work as great as you might imagine.
No weapons means you cant kill auto-scouts.
Longer cloak and no shield? How is that supposed to work? You already have to start without but you can buy the shield system.
4-6 Drone slots (i think you mean 4-6 drones at the same time)? You can already fuck up literally any enemy with a single fast Ion II drone + a random damage dealer.
The Zoltan shield gets eaten away in seconds if the enemy use drones. 4 or 6 Shields, it does not matter.

Knightmarez wrote:Could the FTL recharger not only effect combat, but also allow for two blue events in an empty beacon? the same way the Aug Power Generator allows for two combat augs....

I like this idea. The FTL recharger is maybe the worst augment of all. Empty beacon -> You charge your FTL super-fast, so the rebel fleet can't keep abreast don't advance.
...Still, i would probably prefer talking to my crew and hope for luck.
Mr. Mister
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Re: FTL Captain's Edition 1.099

Postby Mr. Mister » Sun Feb 09, 2014 11:05 am

If you want the FTL recharger to be useful, you would need PDS events which not even lv5 engines could easily get away intact from.
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Sleeper Service
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Re: FTL Captain's Edition 1.099

Postby Sleeper Service » Sun Feb 09, 2014 11:09 am

spudcosmic wrote:My game crashed at a pirate sector, not sure what caused it, because it happened when I tried jumping away from the starting beacon.


Was this in Version 1.099? Cause I'm pretty sure that's fixed now.


ikeelyou300 wrote:Another less nitpicky request would be a couple small changes to the empty becon options. Now that there are so many I think we should be able to examine all of them before we're forced to leave. What i mean is for example the new engineering options are enticing and interesting to check out because we wont know what our options are until after we check, but if we don't want or can't afford these options our only choice is to change our mind "and move on." But it would be nice if instead we could go and do something like talk to our crew. Also for the crew conversation options we can "tab" over to get to our crew like the Zoltan and Crystal, but we can't go back and talk to our other crew after doing this. it should be possible to go back to the "main menu" of the empty beacon options any time you choose "Change your mind" by calling the event over again from that option. I'm petty sure... This would be especially nice for new players of the mod who haven't memorized all the options yet.


This is kind of complicated cause different events in different sectors call different conversations and altogether empty beacons can have very unique configurations depending on sector. What might happen is giving a rudimentary choice to switch between engineering and social once.

ikeelyou300 wrote:For the Engi Med-Bot Dispersal option I think the healing bomb you receive should be more expensive and also unique.


Cluster bombs don't deploy correctly aboard player ship. Also sacrificing a weapon slot to make the aug obsolete is hardly a good trade. The engineering options allow to customize ships for certain play styles. They are not exyctly there to make your ship better, more to specialize it for a certain role. Making some engineering rewards unique was considered, but I like that the play styles are still available by buying certain stuff as well. Things that where considered becoming unique: Sector Scanner - Available through Long Range Scanner; AI Avatar Generator - Would be aivailable through Internal AI; Repair Nano Blast - Available through Hull Repair Kit ...)

ikeelyou300 wrote:An Engineering option for Mantis Pheromones could be a Mantis Pheromone Bomb, of sorts, also. Perhaps it could work similar to the Anti-Bio Bomb and it essentially overdoses the enemy crew with Mantis Pheromones which make them even more weaker than the hapless meat-sacks they already were. It could explode into a green cloud. Alternatively it could heal your own crew slighty. OR maybe it could heal your crew and damage enemy crew I'm not sure how that would work though. Would be really good for an all boarding ship.


Not possible, also Anti Bio Bomb = CEs mos underused weapon allready. I considered Onboard Clone Lab as engineering options for the Mantis, but the ships are already strong enough.

ikeelyou300 wrote:For the Rock Ship it would be REALLY awesome if you could engineer a Reinforced Ram for your ship. Notice i say Reinforced because you can already Ram enemy ships, you know that one event with the Mantis... This augment could allow you to damage each ship you encounter a certain amount. Of course this would have to be implemented for every encounter...


Yes, I think ramming is something proud space captains should totally engage in. Still, damage to enemies in events is impossible. I read the ramming suggestions before, I'd like to implement that but in a unique way. Just having a random enemy system disabled this way seems off to me. The most brute ship manoeuvre would have the same effect as sophisticated hacking equipment. Stay classy CE.

ikeelyou300 wrote:Also, some of the Combat Augs could get upgraded versions that are more reliable? Maybe? Which could be accomplished by nerfing the original ones and making the new ones slightly better than the originals.


Again, engineering is more there for specialisation. If you want to purely upgrade your ship, you can do it in the upgrade menu.

ikeelyou300 wrote:For the Slug ship I think there should be an option to create an augment that allows your sensors to remain fully functional even in the nebula. Perhaps for this option you would need the recon drone and level 3 upgraded sensors. This again would require you to re-implement all of the sensor clear effects you just unimplemented from all the nebula events...


Well that a good idea. I never considered that before, cause I though nebula are hard coded to keep your sensor systems down at all time. Will probably become a contextual augment.

ikeelyou300 wrote:I think the Crystal Ship should be able to Engineer another Crystal Vengeance augment. Shouldn't be too hard because the Crystal weapons, ship, and everything seem to all be organically grown. This way you could really have a Retaliation ship. And I still think it would be a good idea to just take the Repair Arm augment from Vanilla and turn it into a Regenerative Crystals Augment that repairs the ship, but for no scrap loss. The Repair Arm augment has really been made obsolete by the Hull Repair Kit augment added in CE.


Yep, the first point was and is still considered. Repair arm has been buffed in CE and still provides a unique way to repair, available for every one. I don't see how the crystal ships need to have any more advantages available.

ikeelyou300 wrote:Almost lastly, I don't think Titanium System Casing and Rock Plating should be so expensive (90 scrap!!). i mean they're awesome augments, but they're not THAT good. Maybe if they were buffed a bit. In the alternative I do think that most if not all of the engineering options warrant a Rebel fleet speed up because it would take a while to install a whole new layer of Rock Plating or construct a drone from scratch... Or figure out how to build and then actually build a nuclear reactor..........


A fully ironcladed Rock ship resists 30% of all damage it takes. A fully encased ship takes less than half system damage from shots that hit systems. IMO this is worth the investment.

ikeelyou300 wrote:And actually lastly, the weird one that I'm sure wont be implemented simply because it would mess up the UI, but I'm going to say it anyway, cuz lol. :roll: (First, check out the Advanced Battle Systems mod)
If you have fully upgraded shields, a Zoltan Shield, (and maybe fully upgraded engines also?) it would be simply awesome if you could get an extra shield bubble or two that would allow you to partially regenerate your Zoltan Shield late game. [...]Or the Engi ship allowing it to get higher drone power (10-12) (drone reactor booster+Medbot Dispersal/Bomb+other things). Or other ships allowing them to get more weapons power (10-12) (a series of Augments? Including Internal Generator?) Or the Stealth ship allowing it to get 20-25 seconds of cloak.


Max systems are predefined globally. You can not buy system lvls in events or unlock buying them this way. Also im very reluctant to change player systems available. Everyone who is interested in this can just use the improved battle systems mod alongside CE.

Mr. Mister wrote:Also sleepy, you if you wanna make the player consider selling crew to the bounty hunter, what if instead of scrap you make them offer you a weapon or augment every now and then? Currently the scrap isn't worth it unless you're flying the sMPK's Vortex, since in the earlier sectors you don't have crew to spare, and in the later ones you risk losing your experienced crew.


Nice. I was playing with the scrap range on that a lot, but this might be an option as well...


Meanwhile, in Zoltan space...
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slowriderxcorps
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Re: FTL Captain's Edition 1.099

Postby slowriderxcorps » Sun Feb 09, 2014 12:16 pm

For that suggestion on the Sensors working in a Nebula idea, I'd personally vote for the option to make it work be limited solely to just having maxed out Sensors. Giving it solely to the Slug ship is far too situational given that neither ship starts with either of the systems needed to make that concept augment in the first place..
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Sleeper Service
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Re: FTL Captain's Edition 1.099

Postby Sleeper Service » Sun Feb 09, 2014 12:28 pm

IMO the Slugs should be the ones that have access to this. Even though Slug ships first need sensors for this to work, it still provides a nice semi useful/situational engineering path for the the semi usefull/situational Slugs. Id say it ties in nicely there.I'm not willing to more or less easily allow all ship to negate nebula, while at the same time makeing it more difficult for the Slugs to get the aug. Every one else might still get a chance to just buy it.

Also systems lvl can't be a direct requirement for getting into the engineering menu, this choice event needs regular equipment blueprints that can be added to a list to be visible.
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slowriderxcorps
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Re: FTL Captain's Edition 1.099

Postby slowriderxcorps » Sun Feb 09, 2014 12:44 pm

Hm.. yeah, I'm thinking now that just having a purchasable augment that makes them work might be some kind of option. And then of course making sure that you can still use your available Combat Augments if it happens to be in a fight (and remembering that, if they work how I recall, you can't use two at the same time since there's not enough slots to have everything installed at once, the Sensor thing, Generator and combat augments of choice).
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Mr. Mister
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Re: FTL Captain's Edition 1.099

Postby Mr. Mister » Sun Feb 09, 2014 1:21 pm

The hell Sleepy, is that a background for the Zoltan guru event?

Anyway, bug report: Pirate encounter, Rebel Rigger, Engi space, can't remember event text, but crew was four mantis and two humans (no teleporter though). Upon killing their crew, no text window popped up, and I don't think I got any reward either. Relationship just changed to neutral and music kicked out, that's all.

EDIT: Damn, had that damn encounter twice in a row. It was one human apart from the mantis though, not two. Also, enemy heavy laser impact says just "Hit" instead of "heavy hit" or whatever I recall it do, but enemy defense lasers don't say anything.

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