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

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

Postby Mr. Mister » Sun Feb 09, 2014 11:21 pm

There goes an idea for a new aug then: something that has a chance of turning hostile rebel auto-ships/satellites neutral unless provoked further, avoiding the fight with them (and no rewards whatsoever from what they were protecting nor empty beacon options afterwards). It could solve the long balance problem with the Mantis B.

In events where you can try and avoid them already, this shouldm only be offered to be use if the previous avoiding attempt (normal or cloaking) failed.
Last edited by Mr. Mister on Sun Feb 09, 2014 11:22 pm, edited 1 time in total.
ikeelyou300
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Re: FTL Captain's Edition 1.099

Postby ikeelyou300 » Sun Feb 09, 2014 11:22 pm

Speaking of that it would still be interesting to have a Kamikaze AI ship with encased engines and piloting. it would even be more of a pain if it disabled your own piloting before trying to explode itself so you cant run away.

I really don't get what everyone's problem is with the Mantis B. You get a heck of a ton of scrap from boarding and if you come across an AI ship you can just run away. AI ships generally appear in nebulas so I just avoid nebulas like the plague and everything's fine. I liked the idea of the Clone Lab aboard the Mantis ship because it made it like a swarm ship. The "Mantis disregard individual lives" so you could board ships and not care if your crew died because you'd just clone more. This seemed to be imbalanced on that particular ship though. It would make for a nice custom ship however, and it could just have a custom augment like Mantis hive/hatchery.
Mr. Mister
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Re: FTL Captain's Edition 1.099

Postby Mr. Mister » Sun Feb 09, 2014 11:29 pm

ikeelyou300 wrote:It would even be more of a pain if it disabled your own piloting before trying to explode itself so you cant run away.


I don't know how to explian that, but as long as it disables their own weapons to redirect power, I'm okay with it. Encased cockpit would only work on auto-satellites though, as you need someone on the cockpit for the FTL to charge otherwise.
Kartoffelr
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Re: FTL Captain's Edition 1.099

Postby Kartoffelr » Mon Feb 10, 2014 10:15 am

ikeelyou300 wrote:Speaking of that it would still be interesting to have a Kamikaze AI ship with encased engines and piloting. it would even be more of a pain if it disabled your own piloting before trying to explode itself so you cant run away.

What exactly would be "interesting" with that? It sounds like a big pain in the ass. :lol:
Also, what sentinent AI decide to suicide with unbreakable engines and piloting, which means that it could simply jump away?
(Even this would be a huge pain.)
Mr. Mister
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Re: FTL Captain's Edition 1.099

Postby Mr. Mister » Mon Feb 10, 2014 1:41 pm

Mmm, all the burst weapons would be so much more versatile if AE could implement individual targeting for each salvo's shot. For instance, light anti-crew burst lasers could be used as downgraded breach clusterbombs.
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Estel
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Re: FTL Captain's Edition 1.099

Postby Estel » Mon Feb 10, 2014 4:34 pm

Mr. Mister wrote: It could solve the long balance problem with the Mantis B.


ikeelyou300 wrote:
I really don't get what everyone's problem is with the Mantis B. You get a heck of a ton of scrap from boarding and if you come across an AI ship you can just run away. AI ships generally appear in nebulas so I just avoid nebulas like the plague and everything's fine.


This. Or do it like me - visit every nebula in the galaxy and just use teleport 2 to breach lvl 1 engines (or piloting) of auto-satellites, and teleport my mantises back before they suffocate. If they managed to repair, rinse and repeat. I don't get what problems people have with this. Adapt!

Mr. Mister wrote:Mmm, all the burst weapons would be so much more versatile if AE could implement individual targeting for each salvo's shot. For instance, light anti-crew burst lasers could be used as downgraded breach clusterbombs.


Don't quote me on this, but wasn't it working the way, that if you pause between each shot from the burst, and choose different target, next projectile flies to new target? Cumbersome to use, but works. Or worked, as I haven't tried that for ages - maybe it was before n patch? I'll test it as soon as i get my hands on some burst.

Cheers,
/Estel
Last edited by Estel on Mon Feb 10, 2014 4:37 pm, edited 1 time in total.
Mr. Mister
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Re: FTL Captain's Edition 1.099

Postby Mr. Mister » Mon Feb 10, 2014 4:36 pm

Clearly you haven't had your teleporter effectored, bombed or sawrm-missiled while doing so.
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Estel
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Re: FTL Captain's Edition 1.099

Postby Estel » Mon Feb 10, 2014 4:38 pm

Mr. Mister wrote:Clearly you haven't had your teleporter effectored, bombed or sawrm-missiled while doing so.


Same apply for any other ship with any other weapon - you could have your weapons system hacked, bombed, missiles, torn to pieces and disintegrated ;)

Sadly, only remedy to this would be invincible ships, but for that, there are some OP ships in other sections - no need to mess with it in CE :)

/Estel
Kartoffelr
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Re: FTL Captain's Edition 1.099

Postby Kartoffelr » Mon Feb 10, 2014 6:33 pm

Estel wrote:This. Or do it like me - visit every nebula in the galaxy and just use teleport 2 to breach lvl 1 engines (or piloting) of auto-satellites, and teleport my mantises back before they suffocate. If they managed to repair, rinse and repeat. I don't get what problems people have with this. Adapt!

This is one of the first things people learn when using this ship ;)
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Estel
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Re: FTL Captain's Edition 1.099

Postby Estel » Mon Feb 10, 2014 8:16 pm

I just had quite decent run with Slug ship. As a result, here is a list of encountered bugs/problems:

Tested version: FTL Captains Edition 1.099.ftl
1. Is it intentional, that treacherous slugs don't accept slavery? I can imagine that this may be part of characterizing factions (rocks - piracy only, mantises - piracy and slavery, slugs - piracy and breaking truces), but such caring it sounded quite strange for our slimy pals. (Severity: Medium or "It's a feature")

2. No matter if point #1 is a bug or not, you can't break truce, after accepting slave as tribute. Letting those slaving bastards go freely, made me a sad snail's captain.

Here is list of other situations, where breaking truces wasn't possible, despite that it should:
a) After accepting trading cargo as surrender tribute from "pirated" merchant.
b) After fight with pirate trap-shop and accepting their surrender, there isn't option to break truce and finish them. Well, currently, due to bug #3 the truce is automatically broken no matter which ship we command (after accepting surrender, fights continue), but I guess it isn't how it meant to be.
(Severity: Medium)

3. Shop-trap in pirate sector - as someone reported earlier - is a little broken, now. After climatic event text - and catching a glimpse of enemy ship on "Target" section of screen, already - ship window *still* opens, with normal shop content (contrary to what event text says, about useless derelict parts). Then, after closing shop window, we can fight pirate. His surrender is broken as per part b) of bug #2. (Severity: Major)

4.Have you changed anything about when enemy surrenders, or was it always at 2 hull left, and I just haven't noticed it before Slug surrender-forcing run?

BTW, I've noticed that you've introduced small chance, that breaking truce won't be possible (for various event-text reasons). Frankly, after looong fight, during which I've been very carefully planning and executing tactic to force surrender (then accepting and finishing them off), it felt quite penalizing. Still, if chances for it happening are relatively small (it seemed so during my run), it's OK - especially, that flavor texts are nice and it *almost* never felt out of place.

*Almost*, because there was one ridiculous situation, when I got attacked (just after jumping) by pirate blackmarket in pirate sector (well, they wanted me to pay them for leaving, to be precise). I've forced their surrender and tired to break truce, but I wasn't able to, because something along the lines of "by the time they've offload tribute, some ships of local authorities showed up". "Local authorities" in pirate-filled sector came to help pirate battle-station and prevented me from blowing it up, WTF? I guess it's generic text for failing to break truce with stations, but in case of pirate/unlicensed ones, it sounded very off and was quite immersion/breaking, IMO. (Severity: Minor)

5. Scanner done states that it cost 20 scrap (sounds right for thing with such limited functionality), but it deducts 30 scrap from our total. Haven't checked what happen if we choose it when having less than 30 scrap (or if it's even possible to do so, then). (Severity: Minor)

6. Dual laser Mark II is downgrade from Mark I. They do same damage and have same characteristics (unless description lies), the only difference is that Mark II shots every 8 seconds (as opposed to Mark I's 10 seconds) and it cost *two* energy bars instead of one. To be real upgrade, Mark II it should either cost still 1 bar (it would be, then, negligible upgrade of 8 sec vs 10 sec), or, at worst case, their names and prices should get swapped. That is, Mark II becoming Mark I and vice-versa - Mark I is plain better for all intents and purposes. (Severity: Minor)

7. There is this empty-beacon event, where you meet a small fleet of engi ships, threatening us because "piracy have negative impact on social" something, and "Can't be permitted". I think there should be option to, well, pirate them ;)

I'm just thinking, hoever - last time, I've also reported empty-beacon type situation (engi ships that refuses hail), and changelog claims that you've introduced pirating option there. I'm wondering, if doing this won't result in making *less* empty beacons in galaxy, hindering player's possibility to socialize/engineer/etc? Or you have done something to keep chances for encountering empty beacons intact? (Severity: Minor)

Cheers,
/Estel

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