FTL part 2

General discussion about the game.
max_torch
Posts: 5
Joined: Wed Feb 12, 2014 2:32 pm

FTL part 2

Postby max_torch » Wed Feb 12, 2014 2:57 pm

Let's put ideas about what you think would be cool for an FTL sequel.
I think it would be cool if FTL2 would have:
- a larger galaxy to explore
-factions to align with and different perks and cons that you get by joining one and lots of diplomacy options
-different endings
-larger ships that would have up to possibly 150 people, im thinking of a ship of a magnitude comparable to the enterprise
-maybe more subsystems like inertial dampeners, structural integrity fields, hydroponics, recreational facilities
-each crew member would have more needs and properties such as rank, weapon equipped, morale, etc..
-there would be stardocks which can give major repairs, supplies and upgrades as well as merchants around and trading with planets
-moral alignment basing on the decisions you make which in turn has major and minor effects on your crew and interactions
-a feature in the menu that lets you load mods created by users in order to encourage and make more accessible modding and sharing/installation of mods
-more environmental events such as wormholes, blackholes, spatial distortions, and other anomalies
-isometric view
-longer game to finish
-more details in combat such as choosing which evasive maneuver to execute, which portion of shields to give more power to:(aft, bottom, forward, starboard, top), which side of the ship to expose to the enemy

but as usual everything is randomized at the start and there is permadeath
please add your ideas and tell me what do you think about mine!
English Narwhal
Posts: 402
Joined: Tue Dec 03, 2013 9:12 pm

Re: FTL part 2

Postby English Narwhal » Wed Feb 12, 2014 2:59 pm

So... you're saying this should turn into an RPG or basically Mass Effect?
Image
leopardenthusiast
Posts: 20
Joined: Wed Jan 08, 2014 8:46 am

Re: FTL part 2

Postby leopardenthusiast » Wed Feb 12, 2014 3:33 pm

Your ideas sound far too complex to be enjoyable.
petelectro
Posts: 5
Joined: Mon Feb 03, 2014 9:01 am

Re: FTL part 2

Postby petelectro » Wed Feb 12, 2014 4:42 pm

you just described a completely different game ;)

I don't know if anything on that scale exists (you described Mass Effect meets Star Control 2 and Freelancer) but maybe check out these few indie titles:

http://fractalsoftworks.com/

http://www.starcommandgame.com/home.html

http://mastercoldrice.com/interstellar/
max_torch
Posts: 5
Joined: Wed Feb 12, 2014 2:32 pm

Re: FTL part 2

Postby max_torch » Wed Feb 12, 2014 4:54 pm

No not like mass effect. The main focus is still ship management and ship to ship combat and the randomization and permadeath. but with all those features added
Gecimen
Posts: 22
Joined: Sat Feb 01, 2014 8:26 am

Re: FTL part 2

Postby Gecimen » Wed Feb 12, 2014 5:04 pm

Interesting ideas. We're talking about an innovative indie title so we should expect changes in a possible sequel. Of course 150 person crew wouldn't be manually controllable but instead in numbers, - man this room, pull back from that room etc. Also in order not to lose the bonds with characters, we could still have hero characters or something.
max_torch
Posts: 5
Joined: Wed Feb 12, 2014 2:32 pm

Re: FTL part 2

Postby max_torch » Wed Feb 12, 2014 5:22 pm

and maybe the ships could have several decks
Gecimen
Posts: 22
Joined: Sat Feb 01, 2014 8:26 am

Re: FTL part 2

Postby Gecimen » Thu Feb 13, 2014 11:47 am

Also morale is a good idea.

Btw I think what I love about FTL is the feeling that it gives me as I'm the captain of Enterprise and commanding my team to do stuff. To add on to this feeling:

1- Our own character visible on a separate isolated room called bridge. We can level up in stuff perhaps. So that I don't feel like I'm commanding my team from a radio transmitter.
2- Captains can negotiate while a battle goes on. When one of your deadly weapons is ready to fire, you threaten them to surrender. You can gain "prisoner" crew members this way. These start off with low morale but adapt as time passes.
3- Visual&character variety in characters. Some characters are simply better controlling certain stuff rather than others (John has high adrenaline and is better in piloting rather than firing.)
4- Rooms looking like rooms of a spaceship rather than squares. Isometric graphics could handle that.
5- Each weapon is aimed and fired by team members rather than automatic. As in Millenium Falcon.
6- More hull breach&fire - more repair team needed - larger possible team. I want repair to be a part of my daily life. Otherwise things get tedious.
7- Your crew members with low morale have a chance to turn against you when you meet an enemy of their species.

more to come...