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Re: FTL Captain's Edition 1.087

Posted: Sat Jan 11, 2014 4:06 am
by ikeelyou300
Your weapons are not just charging up, they are also locking-on to the enemy ship. So when the ship cloaks. Obviously you can't lock-on.

Re: FTL Captain's Edition 1.087

Posted: Sat Jan 11, 2014 6:16 am
by agigabyte
blipadouzi wrote:
agigabyte wrote: No, and it is for balancing.

THINK! If you think it makes no sense"It actually does in context of balance. Enemy weapons are not charging up while you are cloaked either."
The context of balance "could" be argued in the other direction... Use a cloaking device if you so choose, but be ready for a barrage of gunfire once it powers down ;)

In any case, I gather from your reply that it's something that is hard coded into the game and not moddable. Thanks for the reply :)
Which would make it pointless.

Re: FTL Captain's Edition 1.087

Posted: Sat Jan 11, 2014 9:49 am
by ikeelyou300
I had an idea recently about adding some gambling games into the stations. I have already thought of a way to add in Blackjack, a chance based game, and a lot of people want an arm wrestling game for their Rockman to get involved in (this could probably involve odds for Risk v Reward). It's not possible to program something like poker because there are too many variables. For these games you could bet something along the lines of 10 25 or 40 scrap and if you win you obviously get more scrap and if you lose, well you lose everything.

However, to give you a little advantage you could use your crew to "cheat." Like an Engi could ell you what card you will draw next in a Card game by calculating probabilities and a Slug could read people's minds to tell what hand they have and other things. Perhaps if you "cheat" you have a higher chance of winning, but people might get mad and you'll end up with a boarding event or even make the whole station hostile.

I also think the station choices should have an option to spend more time at the station so you can do more things when you find them, but when you spend more time the Rebels catch up. I got the funny idea of when you're drinking at the cantina you can keep drinking to get more tips, but the more you drink the higher chance you have of getting drunk and the Rebels catching up a lot.

Anyway I posting my idea here for people to maybe give me some input. I would like to put in a fictional card game that matches FTL, but I am just not creative enough to do that. If anyone else has some ideas tell me please.

Thanks.

Re: FTL Captain's Edition 1.087

Posted: Sat Jan 11, 2014 3:18 pm
by Estel
Actually, there is already a chances based (I think) game already - [spoiler]you can gamble with your slug crew member, sometimes, in a 3 cup game[/spoiler]. I actually managed to win, once - I don't know if it's 50% chance (or 0%, if you choose wrong option), or something else.

BTW i *love* those random results from conversations - like, Engi giving a drone, or slug gambling, or... Not to mention various nice text-only things. Sometimes, I actually wondered if I should slow down fleet using beacon access kit, or still talk with crew. That tells something ;)

/Estel

Re: FTL Captain's Edition 1.087

Posted: Sat Jan 11, 2014 5:23 pm
by KJ4VOV
I just noticed a little while ago that the merchant who hires you to deliver drone parts says he'll pay you a little scrap now, but doesn't actually give it to you.

Re: FTL Captain's Edition 1.087

Posted: Sat Jan 11, 2014 6:38 pm
by Kartoffelr
blipadouzi wrote: The context of balance "could" be argued in the other direction... Use a cloaking device if you so choose, but be ready for a barrage of gunfire once it powers down ;)
Cloak would lose most of its use, then. It would actually become more dangerous, NPCs ususally don't volley their weapons.

Just think of the weapons charging process as combined charging+targeting. Target cloaks -> more time necessary to finish targeting.

Re: FTL Captain's Edition 1.087

Posted: Sat Jan 11, 2014 7:37 pm
by ikeelyou300
So how useful do you think Effectors will be compared to the new Hacking system when it comes out? I ask because the Effectors are my favorite weapon in the Captain's Edition. Hopefully the way the hacking system and mind control system work won't be too hardcoded, but that's wishful thinking.

Re: FTL Captain's Edition 1.087

Posted: Sat Jan 11, 2014 9:11 pm
by KJ4VOV
Hunting the boss in sector 7 I jumped and got this: CE_PDS_FED_2_TEXT

Re: FTL Captain's Edition 1.087

Posted: Sun Jan 12, 2014 12:13 pm
by Knightmarez
Adding games to stations (esp black market stations) is a REALLY GOOD idea.

With clever writing of the script, you could get the mathematics down be the same as the real game. That would require one guy to work v hard on it though.

Re: FTL Captain's Edition 1.087

Posted: Sun Jan 12, 2014 9:05 pm
by KJ4VOV
I was just playing and ran across the following problem.

After talking with my human crew at the start of the run we decide to go after the slavers that captured her friend. Upon getting to the system I get this text:

Your crewman takes a look at the system map. "There where alway rumors claiming that they are hiding within the atmosphere of this gas-giant upper atmosphere." Another scan verifies that.

This is how I think it should be written:

Your crewman takes a look at the system map and says, "There were always rumors claiming that they hide their station in the upper atmosphere of this gas-giant..." Another scan verifies that rumor as fact.