Ultimate Ship And Crew

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MasterAllan3
Posts: 1
Joined: Thu Dec 27, 2012 10:45 pm

Ultimate Ship And Crew

Post by MasterAllan3 »

I have been playing for quite a while, and have unlocked everything and played just about every ship and version.
And from my experience, I believe I can sum up an Ultimate Design, however, every time I try to install or use one of the Ship Building programs, they never work, so I thought I would bring my idea to all of you, and see what you can do with it.

Firstly, the best ship I would consider using is one of the Zoltan Ships, to make use of the Zoltan crew and their Energy Bonus to whatever system they are manning.

As for Augments,I would remove the Zoltan Shield Augment, since once it is destroyed, it is useless in battle.
Next I would Shield Charge Booster, Reverse Ion Field, Automated Reloader, and finally the Engi Med-Bot Dispersal would be the best Augments to strengthen the shields from incoming attacks,especially against the Boss, and all your weapons will be able to fire Faster, and keep your crew alive, since Zoltan have only 70 Hitpoints.

For Systems, I would Max out Shields as soon as Possible, Next would be Engines and Piloting, and finally Weapon Control. This build will hopefully reduce the percentage in which you are struck, allowing you to survive all battles much more than any other build. And with a proper selection of weapons, you should be able to rain down the fire, and blow them to bits before they are even able to slip into FTL and escape or even before their own weapons come online.

Now onto Weapons. I would have All Four Hardpoints active and in use. And from my experience, the following weapons would be the best selections to use....

Burst Laser 2 (Damage 3x1, Power 2, Cooldown 12)
Heavy Pierce 1 (Damage 2 [Ignores 1 Shield], Power 1, Cooldown 10)
Hull Laser 1 (Damage 2x1 Hull, Power 2, Cooldown 14)
Ion Blast 1 (Damage 1 Ion, Power 1, Cooldown 8)

OPTIONAL

Anti-Bio Beam (Damage 0 [4crew], Power 2, Cooldown 16)

With this loadout you should be able to take out the shields and systems with the Ion blaster quickly, while the other Lasers hail down on the enemy with 6 Extra shots, which should take out ANY ship for the first couple sectors before they can even do a single shot of damage to your hull, as long as your Four Shields are up. And with the exchange of the Anti-Bio Beam with one of the Lasers you can kill the crew once their shields are down.

I rarely ever use Missiles, since they tend to be costly to upkeep, are slow to power up, or Cost far too much Power to deal sufficient damage, when a cluster of blasters can do so much more damage in a short amount of time.

If you wish to take advantage of Drones, then I would suggest using both Hardpoints, however they can also be a pain to upkeep just like Missiles/Bombs, but they dont take as much Power to use. I would suggest using the following...

Anti-Ship MK 1
Anti-Ship Mk 1

OR

Defense Mk 1
Defense Mk 1

This will help pepper the enemy with more Blaster Fire, or help destroy incoming Missiles, which can do more hull damage, meanwhile your main weapons can continue to assault the enemy.

In my opinion this will be the Ultimate Ship with the best Augments, Weapons and defenses. It should make the Final Boss, and all its reincarnations simple to destroy within a matter of minutes, and require no acts of micro-management on your part at all. In fact you should be able to go grab a drink, sit back and watch the destruction of the Enemy Federation.

If anyone is able to Program this ship and make a GMM format, I do believe you will have a LOT of happy gamers, who will be happy to use this ship on Easy, Normal, or even on the Harder modes, or any other Mods.
thashepherd
Posts: 194
Joined: Fri Nov 16, 2012 11:45 pm

Re: Ultimate Ship And Crew

Post by thashepherd »

Wrong forum - I'd go ahead and move this to Mod Development.

I understand that you're having issues using FTLEdit - many have - but why don't you throw together the XML files for this ship as a proof of content? Mod suggestion posts like these tend to go over a bit better when you have some effort to show.

Technically, I'd keep in mind that a ship can only have a maximum of 3 augments. Conceptually, I'd suggest that just releasing an "all-powerful ultimate ship" isn't necessarily *fun* - FTL is fun because it's challenging and you lose have the time, after all.
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boa13
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Joined: Mon Sep 17, 2012 11:42 pm

Re: Ultimate Ship And Crew

Post by boa13 »

This topic has been moved from Working Mods to Mod Development.
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shark
Posts: 169
Joined: Thu Nov 08, 2012 10:11 am

Re: Ultimate Ship And Crew

Post by shark »

thashepherd wrote:Wrong forum - I'd go ahead and move this to Mod Development.

I understand that you're having issues using FTLEdit - many have - but why don't you throw together the XML files for this ship as a proof of content? Mod suggestion posts like these tend to go over a bit better when you have some effort to show.

Technically, I'd keep in mind that a ship can only have a maximum of 3 augments. Conceptually, I'd suggest that just releasing an "all-powerful ultimate ship" isn't necessarily *fun* - FTL is fun because it's challenging and you lose have the time, after all.
And if you can't beat it, you alt-tab and mod it.

All I see here is alot of theory that don't make much practical sense.

Instead of the OP just listing things as
"I want a ship that has
- reverse ion field, automated reloader, shield charge booster
- maxed out shields, engine, piloting, weapons
- has burst laser x2, heavy pierce, hull laser, ion blast, anti-bio beam
- anti-ship drone x2, defense drone
- in GMM format
"

he goes on justifying his design decisions, which really don't mean anything to you as you're simply the one implementing it.

But fails at

- rooms layout of the ship
- graphical assets of the ship to use
- crew? 8 zoltans?
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Kieve
Posts: 944
Joined: Tue Sep 18, 2012 2:21 pm

Re: Ultimate Ship And Crew

Post by Kieve »

thashepherd wrote:Conceptually, I'd suggest that just releasing an "all-powerful ultimate ship" isn't necessarily *fun* - FTL is fun because it's challenging and you lose have the time, after all.
Lots of good points, but particularly this one. MasterAllen3, contrary to what you might think, Overpowered ships don't receive a very warm reception around here.Quite the opposite in fact. The number-one criticism aimed at my Obsidian Cruiser is how OP it feels to some, and that's with careful attention and fine-tuning for balance - a ship that starts out as an unstoppable Death Star isn't likely to garner a lot of support or praise.
thashepherd
Posts: 194
Joined: Fri Nov 16, 2012 11:45 pm

Re: Ultimate Ship And Crew

Post by thashepherd »

Kieve wrote:he number-one criticism aimed at my Obsidian Cruiser is how OP it feels to some...a ship that starts out as an unstoppable Death Star...
An unstoppable Death Star...of quality! 6sigma all up in this bizzitch.
You are the weak, and I am the tyranny of evil men - but I'm trying, I'm trying real hard to be the shepherd.

"Wow, that Kieve guy is one angsty nerd eh."
Sonata - "Best use of Common Lisp in an indie space roguelike!"
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