[Request] FTL Arena mod & adding a distance factor

Discuss and distribute tools and methods for modding. Moderator - Grognak
English Narwhal
Posts: 402
Joined: Tue Dec 03, 2013 9:12 pm

Re: [Request] FTL Arena mod & adding a distance factor

Post by English Narwhal »

Mr_Wary wrote:
Sleeper Service wrote:You could have that from the first beacon on. Sector modification and difficulty scaling would not be necessary if you only want high lvl fights right away. Everything I said was hypothetical, but maybe you find someone who is interested in making it.
So there is a possibility to make something happen after all ! :D

A modder interested will know how to create a combat only focus mod ! So if someone is interested, just tell me here !

If nobody find it interesting, maybe I will mod think of another mod... I really want to do something with my game ^^
Infinite Space, the sort of original 'infinite sectors' mod, is currently 'maintained' by me(I haven't released Infinite Space 2 yet, it may take a while), and if I can work it into my plans, I will gladly see what I can do.
Image
Mr_Wary
Posts: 13
Joined: Mon Apr 07, 2014 12:23 pm

Re: [Request] FTL Arena mod & adding a distance factor

Post by Mr_Wary »

Thank you English Narwhal ! Your mod is really impressive :O

So you are a confirmed modder. How do you imagine a Arena/Survival or Horde mode in FTL ? Quest, modified sectors, infinite rebel fleet, etc.? :)
English Narwhal
Posts: 402
Joined: Tue Dec 03, 2013 9:12 pm

Re: [Request] FTL Arena mod & adding a distance factor

Post by English Narwhal »

Mr_Wary wrote:Thank you English Narwhal ! Your mod is really impressive :O

So you are a confirmed modder. How do you imagine a Arena/Survival or Horde mode in FTL ? Quest, modified sectors, infinite rebel fleet, etc.? :)
As Sleeper said, the distress beacon method seems to be a very viable one. Every time you wait and activate the distress beacon, an event can be triggered.
Image
User avatar
RAD-82
Posts: 795
Joined: Sat Nov 09, 2013 12:16 am

Re: [Request] FTL Arena mod & adding a distance factor

Post by RAD-82 »

English Narwhal wrote:As Sleeper said, the distress beacon method seems to be a very viable one. Every time you wait and activate the distress beacon, an event can be triggered.
I don't know if this is an issue for what is being talked about here (I only skimmed the thread), but since Advanced Edition came out, enemy ships are now hardcoded to run if you have no fuel.

I suppose the starting event could give you fuel, so when the fight starts the ship won't run? That would need to be tested to make sure the enemy doesn't try to start fleeing before the event gives you a fuel. This would also allow the player to abandon the fight and try again at another beacon. Once the fight is over, the win event would take the fuel away so you can wait again.
Image
Junkyard has FTL mods, mostly ships and a few other things.
Mr_Wary
Posts: 13
Joined: Mon Apr 07, 2014 12:23 pm

Re: [Request] FTL Arena mod & adding a distance factor

Post by Mr_Wary »

English Narwhal wrote:As Sleeper said, the distress beacon method seems to be a very viable one. Every time you wait and activate the distress beacon, an event can be triggered.
If I understood correctly :
- you start the player with some nice gear
- you remove their fuel
- you use their distress beacon to activite some modified events

It will create an iffinite fight mode ?!

So :
- no increasing difficulty ?
- no shops / no repairs ?
- no bosses ?

It could be a straight up fun survival/horde mode nevertheless. You fight the pirates and mercenaries scums of all the galaxy for the well known : "Red Arena" (Areda?) ! :D
RAD-82 wrote:I suppose the starting event could give you fuel, so when the fight starts the ship won't run? That would need to be tested to make sure the enemy doesn't try to start fleeing before the event gives you a fuel. This would also allow the player to abandon the fight and try again at another beacon. Once the fight is over, the win event would take the fuel away so you can wait again.
hmmm... In that case, why not give the player all the fuel they want ? The "wait" tactic cannot be applied anymore if you are correct :(
User avatar
Sleeper Service
Posts: 2275
Joined: Sun Mar 24, 2013 8:49 pm

Re: [Request] FTL Arena mod & adding a distance factor

Post by Sleeper Service »

Mr_Wary wrote:hmmm... In that case, why not give the player all the fuel they want ? The "wait" tactic cannot be applied anymore if you are correct :(
You can remove it again, after the fight. That forces the player to work.
Mr_Wary wrote:- no shops / no repairs ?
- no bosses ?
These things could spawn randomly. It would be more hard to have them spawn in a predefined progression. If the fights are really tough, the arena could also just spawn shops after each fight. Not sure if these would reset though...
Image
Working on a sci-fi deckbuilder nowadays.
Other games I made.
Post Reply