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

Distribute and discuss mods that are functional. Moderator - Grognak
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jep
Posts: 78
Joined: Mon Dec 02, 2013 3:19 am

Re: FTL Captain's Edition 1.069 [help spell checking on gith

Post by jep »

A real dick move would be to knock out their O2 while your avatar runs around their ship causing them to drop their station/tools and run to intercept them. Then right before they get there sprint off, distracting them as they slowly suffocate.
jep
Posts: 78
Joined: Mon Dec 02, 2013 3:19 am

Re: FTL Captain's Edition 1.069 [help spell checking on gith

Post by jep »

Sleeper Service wrote:I feel like creating a whole new play style around the mechanic is pretty hard to achieve. Even with normal trading players seem very reluctant to actually change their play style, and the current trading allows to use augs on the side and switch back to full aug easily. Fully committing to the system would be difficult due to the randomness of shops. But it might indeed be a feasible idea for a player ship mod?
Yeah, it's more of a sub-style than a total change. It's basically a challenge that you'll never get any useful combat augs unless you save up a lot of money and are lucky enough to hit the right stores at the end so you can sell off your factory augs and buy new ones. It's basically one step further from the trade mod, which requires you to give up an aug slot and haul around cargo in hopes of future payoff.

I don't think it requires a new ship, per se. Just pick one of the existing ones and give it the LM and CT augs as starters. Maybe Kestrel B or something. Not sure what you've got set up since I've unlocked very few ships.
Doom2508
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Re: FTL Captain's Edition 1.069 [help spell checking on gith

Post by Doom2508 »

Hey, I used one of your ships and turned it into a player controlled ship, I then posted something on reddit about it and a few people have asked for the download of the ship, the reddit post can be found here: http://www.reddit.com/r/ftlgame/comment ... r_run_you/

And here is just the image of the ship: http://i.imgur.com/FXDfqxh.png

I am the only person who has used this ship, I made it for personal use, but since people are asking me for it I'm just asking you if its ok to give to a few people. Thanks.
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R4V3-0N
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Re: FTL Captain's Edition 1.069 [help spell checking on gith

Post by R4V3-0N »

just answering for him. I think it's alright, just make sure to credit Sleeper Service for the original mod (and maybe even link it) and also give credit to Kieve (the creator of the Ship hull image and also the program I assume you used to make it).

Quite a few people already made there own playable version of this rebel cruiser.
R4V3-0N, a dreamer.
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Kieve
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Re: FTL Captain's Edition 1.069 [help spell checking on gith

Post by Kieve »

R4V3-0N wrote:just answering for him. I think it's alright, just make sure to credit Sleeper Service for the original mod (and maybe even link it) and also give credit to Kieve (the creator of the Ship hull image and also the program I assume you used to make it).

Quite a few people already made there own playable version of this rebel cruiser.
Superliminal is by kartoflane, not myself. Nor is the hull image, you're thinking of the Destroyer hull that was originally for Turning the Tide:
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tanelorn
Posts: 4
Joined: Mon Dec 09, 2013 5:36 pm

Severely OP opponents and enemy ship economics??

Post by tanelorn »

Severely OP opponents and enemy ship economics??

As much as I love this mod, I consistently encounter extremely overpowered opponents who can annihilate me easily before I can jump away. It seems that the randomness of the enemy ship generator needs more work. I'm very curious how the composition of enemy ships is determined. Do they have a set amount of "scrap points" that are used to purchase their components? What is responsible for balancing the enemies you encounter?

It's especially an issue with ammunition using enemies who can have these new heavy anti-hull weapons. As a player you encounter ship after ship, entering combat with dozens on your way to the last sector. It's quite unfair for an enemy to be heavily equipped with ammunition consuming weapons, as they exist as only a single encounter while you have to worry about ammunition cost and management through the entire game session. It's also common for your ship to not be at full health as you move between stores. Combine it all and the equation comes out strongly against you when you encounter an OP opponent loaded down with missiles, bombs, mines, and drones. Both on the short term and especially on the long term.

Yes, you can try to jump away, but without a cloak you will take massive damage from shield piercing weapons as you charge up your ftl. And I do appreciate the occasional enemy cruiser, etc. But for regular ships, there's too many OP ones.

TLDR: The mod is generating too many enemies with shield piercing ammunition consuming weapons that are OP especially in the long run. It also just makes too many OP enemies in general.
jep
Posts: 78
Joined: Mon Dec 02, 2013 3:19 am

Re: FTL Captain's Edition 1.069 [help spell checking on gith

Post by jep »

To some degree, it is a matter of luck. I managed to run into three of these capital ships in a row. I go lucky enough to survive the first two but the third just wiped me out.

One way I've found to avoid it is to avoid the sectors that are named such that they're obviously either Rebel controlled or are things like "Evacuation Zone." I don't really encounter these capital ships in hostile alien or civilian sectors.

There's only so much CE can do within FTL's built-in randomness, though. FTL itself can be unbalanced if the RNG hates you for a particular session.
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Sleeper Service
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Re: FTL Captain's Edition 1.069 [help spell checking on gith

Post by Sleeper Service »

If your shields proof ineffective you might want to prioritize other means of defense, like engines and drones. CE is designed to be more challenging than vanilla. But in the end it simply throws other stuff at you and I feel it is as "unfair" as vanilla is. Enemies have statistically the same probability to get shield piercing weapons as in vanilla for example. If you keep playing you will eventually get a feeling for what works. The fact that there are some let's players out there who have win rates way above 50% proves to me that CE is actually quite doable and maybe even to easy at the moment.
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The Captain
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Re: FTL Captain's Edition 1.069 [help spell checking on gith

Post by The Captain »

Too easy??? :o :shock: Just because there are some people who win CE that much doesn't mean that it's "too easy." Possible to win, yes, which I think I do a little over half the time. On the other hand, I just had a few games in a row with the Mantis A where I couldn't find better weapons and got destroyed a few sectors in. :(
PaladinGreco
Posts: 46
Joined: Mon Oct 07, 2013 6:56 pm

Re: FTL Captain's Edition 1.069 [help spell checking on gith

Post by PaladinGreco »

....Are we all playing the same game? Is there anyone who would like to confess to cheating? A 50+% win ratio on this game is pure bull. I've got about a 1 in 8 win ratio on Normal Difficulty after many hundreds of games, and I happen to think that's a pretty strong win ratio for a roguelike. Yes, I use a save editor and save copying for testing purposes, but I also use a profile editor and a copy of my un-aided profile data to keep all of that out of my profile. I like to know how I'm really doing, rather than just sit there and boast about some inflated win rate because my ego-peen needs stroking (it doesn't). It's starting to sound like some people find the game too easy for their beefed up game aids, and I'm calling BS on the lot of it.

Keep it real, guys. If you play on Normal, say so. If you play on Easy, say so. If you use other mods to alter starting ships, admit it. If you play with some assists, it doesn't hurt to admit it. However, boasting about falsely bloated win rates can only hurt mod development. Shame on you if you do, because false information only makes the game worse for other people.

That being said, I know some people here do say flat out that they are playing aided, so don't take their win rates at face value either. They do not represent the average player.

Moving on....

As for missile weapons being OP... I don't get a sense that they are even remotely OP. The current game balance is close to vanilla-spec, save the final boss, which was generally too strong in a couple of the latest releases for people playing the game without tweaks. Aside from that, the difficulty curve feels about right for people playing vanilla ships.
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