How come the enemy is able to FTL when they have no engines or a fight going down on their bridge. It just seems really weird.
end boss is understandable, but not the little guys v.v Realyl ruins a good run fast when you have 2 mant finishing of guys in the bridge and then the ship flys off O.O
Enemy FTL
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Re: Enemy FTL
It is always possible to jump when a fight is going on in the bridge (think of it as the heroic action of the pilot who manages to mash the jump button in the middle of the fight). This applies to your ship, too.
As long as both engines and bridge are not fully destroyed (i.e. they are orange or green), provided the FTL bar is full, it is possible to jump. Are you sure one of the two was red when the enemy jumped away?
As long as both engines and bridge are not fully destroyed (i.e. they are orange or green), provided the FTL bar is full, it is possible to jump. Are you sure one of the two was red when the enemy jumped away?
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Re: Enemy FTL
Yeah they dont need engines to FTL they've done it many times. When ever i board a ship i take out pilot and engine with my weapons while my crew fights or i did until a few started jumping on me iwth my dude on board. Then i tested it.
If the pilots out they wont jump, but they can jump with out engines. jsut go into nay game find a ship and wait around but keep engines red.
If the pilots out they wont jump, but they can jump with out engines. jsut go into nay game find a ship and wait around but keep engines red.
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Re: Enemy FTL
You might try this with level three sensors if you were not. They can repair a bar while you are continually keeping the engines "red". The moment one bar is repaired they will jump out. While a system is being repaired another hit to that system does not reset that repair progress to zero, it just does hull damage. From what I can tell you can't stop them from getting that single engine bar fixed and jumping out in an instant other than preventing them from having both the single engine and the single helm bar at the same time.
I only noticed this on my last game where I got level three sensors.
scott.
I only noticed this on my last game where I got level three sensors.
scott.
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Re: Enemy FTL
Now THIS is an answer!ScottG wrote:You might try this with level three sensors if you were not. They can repair a bar while you are continually keeping the engines "red". The moment one bar is repaired they will jump out. While a system is being repaired another hit to that system does not reset that repair progress to zero, it just does hull damage. From what I can tell you can't stop them from getting that single engine bar fixed and jumping out in an instant other than preventing them from having both the single engine and the single helm bar at the same time.
I only noticed this on my last game where I got level three sensors.
scott.
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Re: Enemy FTL
Don't forget any crewmember trying to repair the system as well. Additional shots against a damaged system will hurt and eventually kill anyone trying to fix it. There's also the "possibility" of friendly fire. I've learned that the hard way.ScottG wrote:You might try this with level three sensors if you were not. They can repair a bar while you are continually keeping the engines "red". The moment one bar is repaired they will jump out. While a system is being repaired another hit to that system does not reset that repair progress to zero, it just does hull damage. From what I can tell you can't stop them from getting that single engine bar fixed and jumping out in an instant other than preventing them from having both the single engine and the single helm bar at the same time.
I only noticed this on my last game where I got level three sensors.
scott.

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Re: Enemy FTL
Scott's answer is perfect, but it makes me wonder: What about a locked-down subsystem? Wouldn't that be more effective to delay the jump? As far as I know, locked-down systems can't be repaired until the counter clears out.