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

Distribute and discuss mods that are functional. Moderator - Grognak
User avatar
Estel
Posts: 466
Joined: Sat Jun 22, 2013 4:03 am

Re: FTL Captain's Edition 1.275/Inf 1.267/EL 1.275

Postby Estel » Mon Jun 01, 2015 6:20 pm

stylesrj wrote:You could even get an augment that allows the trading of slaves, but not other acts of piracy, so it's not just a Mantis thing.


0_o da what? What would be in-lore rationale behind this, a Forced Worker Millenium Act? C'mon, slavery should retain Mantis thing (even Requisition License acts differently than outright pirating). Otherwise, next look around, and we will become a galactic pimp, organizing orgies around visited systems on board of "love cruiser", en-route for saving the Federation. And shooting non-paying clients from flak gun.

/Estel

Ps.

And I agree that from crew's point of view killing surrendering cadets isn't much different than killing crew of the ship that surrender during battle... Except that now they see their faces in real life, so they want you to do it yourself. But shouldn't result in mutiny or whatsnot.
User avatar
stylesrj
Posts: 3644
Joined: Tue Jul 08, 2014 7:54 am

Re: FTL Captain's Edition 1.275/Inf 1.267/EL 1.275

Postby stylesrj » Mon Jun 01, 2015 7:10 pm

0_o da what? What would be in-lore rationale behind this, a Forced Worker Millenium Act? C'mon, slavery should retain Mantis thing (even Requisition License acts differently than outright pirating). Otherwise, next look around, and we will become a galactic pimp, organizing orgies around visited systems on board of "love cruiser", en-route for saving the Federation. And shooting non-paying clients from flak gun.


Sorry, not slavery in that you're taking on slaves, think of it as indentured servitude. They'll be working for the ship for free until they are released from their bondage... if they survive. Dismissing your crew means you're just breaking contract and such details can be argued after you destroy the Flagship.
User avatar
Estel
Posts: 466
Joined: Sat Jun 22, 2013 4:03 am

Re: FTL Captain's Edition 1.275/Inf 1.267/EL 1.275

Postby Estel » Tue Jun 02, 2015 5:33 am

A small bug report (all of therm minor) and pair of suggestions:

Bugs:

1. During-battle event with bad fuel composition causing inefficiency in reactor doesn't reset after battle (I think that *all* of the during-battle negative minus-to-system doesn't reset?):
http://s27.postimg.org/9uklon7pt/battle_event_reactor_reset_amount.png

2. Zoltan's wise man effect of hindering systems doesn't reset after fight (in-lore it should, as effect stop with his death):
http://s27.postimg.org/camf2hpsh/reset_zoltan_wise_man.png

3. Another poor dude in pirate ship ended in sealed-for-life position:
http://s27.postimg.org/564ltgij5/sealed.png

Suggestions:

1. There is a very low chance to actually meet manned rebel ship in acid clouds (most of the times, we find auto-scouts there), and quite interesting lore-text afterwards:
http://s8.postimg.org/celkd34er/acid_rebels.png

Actually, activating this beacon is nice idea! Considering that it's risky zone and finding manned ship there is of very low probability, maybe we could do it, for a 1-jump delay of rebel fleet (due to acid damage)? To be honest, while reading it for the first time, I thought about using it as a bait instantly, not about letting them find their dead :oops: Well, we could be merciful and sneaky at the same time, I suppose...

It could either cost *another* hull point (unless rock, as always), or, instead, require some blue option augment (one of less used - 2 or 3 sensors?). Of course, if requiring blue event, it shouldn't cost hull.

2. In the same situations a bug 1 - maybe this "leakage" should be a set amount (1 of 2), instead of percentage? Suddenly losing 3 power seems a little harsh for in-fight "event".

/Estel
User avatar
stylesrj
Posts: 3644
Joined: Tue Jul 08, 2014 7:54 am

Re: FTL Captain's Edition 1.275/Inf 1.267/EL 1.275

Postby stylesrj » Tue Jun 02, 2015 5:44 am

Estel wrote:
2. In the same situations a bug 1 - maybe this "leakage" should be a set amount (1 of 2), instead of percentage? Suddenly losing 3 power seems a little harsh for in-fight "event".

/Estel


This was because you could run a 3-power augment like the Ion Field and if this event occurred, you actually gain a power bar or two.
Of course if your battery gets hacked, the events are negated as well. But who uses that system?
User avatar
Estel
Posts: 466
Joined: Sat Jun 22, 2013 4:03 am

Re: FTL Captain's Edition 1.275/Inf 1.267/EL 1.275

Postby Estel » Tue Jun 02, 2015 6:32 pm

stylesrj wrote:Of course if your battery gets hacked, the events are negated as well. But who uses that system?


Me, all the time. That's why I was able to win few times on CE hard (in fact, all the wins I had battery) - nothing beats putting 4 temporary power bars into things that require single-use, then get locked for same/longer than the battery, anyway. It doesn't hurt while your battery goes off-line and you "lose" power in locked teleporter/hacking/mind control, while having "real" reactor power sitting there, uselessly, is a loss.

Not to mention that in early sectors (1-3) on hard, depending on battery lvl1 is a gamble that helps saving precious few-jumps worth of scrap, that you can put into shields, or engines (+get better speed during hyperspace), or weapons, or... Albeit, if it is so unpopular, battery could use some more blue events related to it. Like high-lvl piloting.

/Estel
User avatar
stylesrj
Posts: 3644
Joined: Tue Jul 08, 2014 7:54 am

Re: FTL Captain's Edition 1.275/Inf 1.267/EL 1.275

Postby stylesrj » Tue Jun 02, 2015 7:13 pm

I'm just very absent-minded when it comes to power usage in FTL. I tend to forget that the battery exists and it totally could have powered several vital systems during a plasma storm or something.

Just like I don't carefully play the game down to the power point (lose a layer of shields? I don't divert power to the engines for that tiny chance of hopefully dodging the next strike... and I absolutely want to keep Life Support powered up).

------------

By the way Sleeper, I encountered the Bounty Hunter event without taking any precautions. While I didn't lose a crew this time, I had my oxygen disabled. Not destroyed but disabled. Can't we just settle with the bounty hunter blows it up so I can go fix it?
You really do want people to run away from it if they don't make proper preparations like Level 2 Oxygen, Level 3 Sensors, a Slug or really good doors... you know stuff I should have already bought.

I know it sounds silly but I don't like running from battles and running from one where I don't have Life Support after my previous jump left me low on oxygen is the worst. :lol:
User avatar
Estel
Posts: 466
Joined: Sat Jun 22, 2013 4:03 am

Re: FTL Captain's Edition 1.275/Inf 1.267/EL 1.275

Postby Estel » Tue Jun 02, 2015 8:06 pm

stylesrj wrote:While I didn't lose a crew this time, I had my oxygen disabled. Not destroyed but disabled. Can't we just settle with the bounty hunter blows it up so I can go fix it?
You really do want people to run away from it if they don't make proper preparations like Level 2 Oxygen, Level 3 Sensors, a Slug or really good doors... you know stuff I should have already bought.

I know it sounds silly but I don't like running from battles and running from one where I don't have Life Support after my previous jump left me low on oxygen is the worst. :lol:


C'mon, having the system disabled for few seconds instead of for-whole-fight (cause having to repair it is literally this - disable for a short while) would take any tension out from that encounter. Isn't the fact that ship *doesn't* shoot it weapons for 3/4 of (or, most of the times, whole) fight enough?

Also, to be honest, I would *hate* to see CE tailored for the player ego (like "I don't like to run"). As for this BH event (and many, many others), it's either like you're prepared enough to take him out before you even consider oxygen lvl a problem, or you should run like a whole hell is chasing you. So yes, I *want* people to run away, if they're ill-prepared. (not that bounty hunter really require running if you don't have blue option - it's easily manageable).

BTW - BH was nerfed (hard). I still remember his first version, and it was my favorite one - this event is so rare, that it deserve being fight appropriate to its buildup (and very, very good reward afterward). Personally, I wouldn't have anything against making it much more vicious, but give even better reward if you manage.

/Estel
User avatar
stylesrj
Posts: 3644
Joined: Tue Jul 08, 2014 7:54 am

Re: FTL Captain's Edition 1.275/Inf 1.267/EL 1.275

Postby stylesrj » Wed Jun 03, 2015 1:20 am

Yeah but normally I'm not caught unprepared for the Bounty Hunter as I usually have something unexpected.

Losing my O2 means "Crap, better run away!"

Now I know to carry at least two levels of Oxygen even when not in a nebula sector :lol:
Russian Rockman
Posts: 819
Joined: Fri Jan 10, 2014 11:43 pm

Re: FTL Captain's Edition 1.275/Inf 1.267/EL 1.275

Postby Russian Rockman » Wed Jun 03, 2015 6:10 pm

Woah, what happened to the forum? Everything's all like fancy and stuff...
User avatar
Estel
Posts: 466
Joined: Sat Jun 22, 2013 4:03 am

Re: FTL Captain's Edition 1.275/Inf 1.267/EL 1.275

Postby Estel » Thu Jun 04, 2015 8:57 am

Frankly, I liked the old forum graphical style better - not to mention that we have avatars, but no way to set them (so everyone is "?").

//Edit The avatar thing no longer valid - it got fixed, thankfully :)

but, it seems a little off-topic in CE thread, methinks ;)
Last edited by Estel on Fri Jun 05, 2015 11:59 pm, edited 2 times in total.