Thanks.Cog wrote:Huge props for getting this done even to this point.

Well quantum reactor is like an endgame system, that is supposed to have a price like a battleship, and be used on a bigger shipsInitial comments on the alpha:
1. How will power be balanced? I was able to create a new ship with 15+ systems and power them all up with a quantum reactor (12 power max.)

The balancing will be the most important part, I think.
It would require a great overhaul of the current mechanic, and will not be worth it.Would it be impossible to keep the same general power equivalence with FTL?
Yes here the power mechanic is somewhat different, but I think it just needs some balancing and the players will get familiar with it.Players of that game are very familiar with what one reactor power gets you. lvl 1 Oxygen, or a tiny 1 power weapon, or half a shield bar. Would be great to be able to keep that mechanic.
1a. There seems to be a very large power scale difference (I mean in terms of flavor) between fission, fusion and quantum reactor. Probably every ship should just have a quantum reactor, but be able to provide anywhere between 4 and 25 (or 30 or 50) power like in FTL. That was a really great mechanic. 1 power meant something explicit. You could either have a weapon powered, or have oxygen, or have your hacking powered, or have a drone powered, but not all at once.
There wil be a separate post explaining the power mechanic better.
That is intentional, and 6 is not the limit2. I was able to power all weapons also, and fire like 6 weapons at once.

2a. The capacitor mechanic is a massive change from FTL. It could be good, and I don't mean to rain on the parade of awesome that is your getting this much cool stuff done,
It is part of the different power mechanic, just need tuning and getting used to.(it is interesting, just give it a chance

If the weapon/shield system has 0 power bars active or the ship has no working reactor - then that system is loosing charge.but what about leaving the default FTL balance of if you have the power the weapon is on and charging, and if you don't have the power (or system control if it's damaged) then the weapon is unpowered and quickly decharging?
More on power mechanic in a separate post.2b. It could be a neat new system in the game, to have a capacitor system that you have to buy like hacking or drones or whatever, which enables you to start a battle with the capacitor charged (like any time you end a sector in passive mode, like by winning a battle, where there's no danger from an asteroid field or nearby star, etc) to either A, more quickly charge your guns from the capacitor than they otherwise would, or B, require no reactor power to be diverted to guns to charge them (though it would be a very temporary advantage.)
Important thing - this game is not an FTL remake.2c. I think a capacitor system could be a neat thing to add to the game, but (again, no intent to be rude or take control, just share my opinion) I don't like it as a default for all ships, because I'd like to see the default FTL-like game just with extra additions and mod-ability.
It's a standalone game HEAVILY inspired by FTL, it has a lot of similarity in some mechanics.
This game is multiplayer, so it technically can't be the same as the original FTL.
But don't let this stop you from giving your suggestions - they really help.

The hull size will be configurable in the ship editor - each model will have it's own starting hull(so less for small ships, more for big ones).3. The default hull being set to 100? Takes 6 powerful weapons firing on auto-fire a very long time to destroy an enemy ship even without shields. Just for the alpha? Most starting ships have 1 to 2 weapons. Default hull strength of enemies was between 5 and 10 hull points in FTL, sector 1.
And later on the players could upgrade their ships - including hull, somehow

Probably through augmentations.
Thanks. It has more potential - you'll see4. Radar is not quite what I expected, but works well.

Charge the engines system, in pilot system interface on the radar screen - click to select new destination, press jump - 3, 2, 1 - BAM, the ship is teleported to a new location.5. How does the pilot move the ship around? Does that matter at all? In FTL it's just assumed you're both flying around rapidly and trying to avoid each other, without requiring any input. Will the pilot have to fly the ship around? How hard will that make the ship to hit?
Can be usefull to evade a voley of slow moving projectiles, and other things

Also could be used for boarding, visiting stations with shops, etc...
Since it is multiplayer - everyone is now a separate crew member, someone would have to play the captain, someone would be the "weapons guy", and someone(or better everyone) would need to go and fix the darn things6. All controls have been made much more fine-grained. Needing to hold R to repair a system is an example, or having to walk the crewman manually into a room to activate the system. Control has been passed from the ship's captain, able to command the entire ship, to now you control only one person.

Most probably(95%) not.Will that possibly change as the alpha progresses?
I will make an explanation of how jump range works in a separate post.7. The hyperdrive seems to offer up nearby stars as destinations.
The ETA is shown on all sector map screens in whatever system have those.(Weapons, piloting, engines, door control, sensors, ...)8. When you go into hyperspace, the weapons control has an ETA of arrival time. It should show that ETA on the main screen so you don't have to be in a room to see it, shouldn't it?
If you for example jumped to hyper space while having boarders on board, that message on the main screen could distract you from fighting:)
Plus this way it is more realistic

If you want to know how much more it will take - use some system.
And if you are on board an enemy ship - you can't use any systems - so you don't know how far that ship is jumping.
Thanks9. I like that you don't need to fully charge the hyperdrive to jump to a destination that's closer.

The communication screen will be part of the piloting(captain's bridge) system interface.10. Since everything seems so modular, perhaps a communications room is needed? What if, in a closer to full-version of the game, it had the ability to make use of player microphones, and you could communicate through audio with your teammates, but if the communications room was damaged, the line would fill with static, and if it gets destroyed, the audio communication would cut out?
It will be used to interact with NPCs, chat with players, quests, etc...
I doubt that my skills would be enough to make a proper voiceover mechanic, plus it would be really easy to override the "not working" comm system by using skype.
But I do agree this kind of thing would be really badass cool

This is a very good example of a difference that single player and multiplayer games have.11. What about pausing? FTL was so frantic, pausing was a very necessary dynamic for most players. This looks to be more complicated, rather than less, so pausing should still be part of the game, right?
If you pause the game in SP - it's cool.
If you pause the game in MP - you get many bad words on your chat from other players who were in PVP or something else.

But I thinks I will actually make it possible to have some sort of a pause in the game.
I was thinking on adding another type of ammo - Singularity cells(or smth like that).
Which you can spend in the pilot system interface to stop time in the current level(not the whole universe) for some time.
and that time could be configurable on the server params.
That is correct12. Currently, free-for-all or team-based pvp seems vaguely possible, but the ideal goal is to be able to have something like a full FTL campaign that more than one person can play together, right?

Would it be possible to pull the events data from the base game like other mod-developers suggested? Could this be made compatible with other FTL mods like captain's edition or sml(sp?) polish?
Sadly no, this is a standalone game, and it uses it's own resources and resource mechanics.
You could manually take some resources from the original game and adapt them to this one.
Permanent.The single world map of stars seems to get rid of the idea of 8 sectors, and seems to make using the FTL game data not possible. Just for the alpha, or a permanent design decision?
The idea here is similar to the open space mod of FTL
The universe generation is not yet implemented.13. If we have a permanent star map, then you can't end up in Engi space, or Rock space, or Rogue AI space, depending on which direction you chose, nearly as randomly, which was part of the great random nature of the game. It didn't have to be "realistic" it just had to be fun and allow good variety.
It is planned to have some areas of the universe to be RACE related. That will be part of the universe generation.
So you could jump to some star or open space sector and find your self in pirate region.
Or you could use your sensors system to scan the destination before you go there, or smth like that.

To be honest I don't see how that would make it easier.14. For the sake of easing control for players, what if crew were constrained to walk only in the room-grid? using the WASD keys to move seems fine to me, but what if you could only move along the grid? This would make it easier for people, especially if they go into space.
But It is possible to limit movement like this - if there will be need.
I'm eagerly open for other controls propositions.14a. In general, the control scheme should be made as simple as absolutely possible without compromising any gameplay possibilities. Most people aren't very technically proficient. It's great for a game to have hotkeys and things so that an expert player can control it better, but there should be room for even poor game players to be able to pick up the game and play it without being frustrated. (I'm thinking of my friend Duncan, for one.)
But on the other hand, I don't want to make it a - "Press SPACE to win" game.
Also, what exactly was hard for Duncan to use?
It is playable via internet(I've tested this from work to home).Server/client/gameplay design:
1. My friend (Duncan) wasn't able to connect to my public IP address. Do all players need to be on a simulated (or real) local area network to connect? I had to connect via my 192.168 IP address, with the server up. How difficult to make it possible to connect over the internet via public IP address?
Perhaps you didn't configure the router to forward the packets.
I'm open for suggestions2. FTL has a very intuitive point and click interface, and then a much more efficient keyboard, hotkey-based control. Could we add more intuitive ways to control all systems?

A bit hard but possible.Could there be a client options setting to automatically open doors that you walk into, for instance?
But it would be getting in your way when you are fighting boarders.
That would be too easy.Could there be a setting so that you automatically repair a system that's damaged in a room you're in, if you're not doing something else? That should probably be the default, but it would be fine to have a flag to turn it off.

C'mon - is it that hard to hold the R button if you want to repair something?

I would like it to retain as much rogue-like features as possible, but that is quite hard for a multiplayer game I think.3. How do you see the game developing in the future? Do you see it retaining the rogue-like nature of FTL, with a finite 8 sectors you travel through and a boss-battle? Will it be a more open MMORPG style world where people can connect and level up their permanent ships?
What about a captain's edition infinite type game, where you can travel through as many sectors as you want and just delay the end of the game?
There will be an open world map - not a 8 sector line rush chase.
More like Open space mod for FTL.
It is planned to have it possible to host an online server for others.(This already seems implied by the needing to create a login on the server... would it be possible to just require you to submit a name for your character upon logging in, instead of requiring a login name and password on startup, since the server is running on your own PC, right now?)
So the password is necessary.
But for local game you can have just "1" for your password every time

4. Ideally, I think it would be awesome if the .exe itself was moddable enough to support all of those options.
The exe is just a wrapper for a jar. Technically you could modify some resources inside it.
But I can't make everything modable

I think it would take me another 2 year for that (if I work on it alone again as a hobby project)How much work would be involved in doing something like an FTL remake, supporting all original code and including lua scripting or something like that, like others have suggested?

Yep. Those are not my goals for sureOutside your goals?

All ideas are welcome5. As far as universe generation ideas, I could have a lot, but I need to know more where this is going. I know where I'd love to see it go, but I don't know if that's what you intend.

This is a standalone game HEAVILY inspired by FTL. With it's own resources, mechanics, etc.6. If it's an FTL engine remake, with additional mod-ability and new stuff like multiplayer, new systems, new game control options added in, where the exe grabs assets from the FTL directory to avoid copyright issues (an ideal goal, in my opinion)
Sadly you can't just take FTL and make it multiplayer.

I do hope that you will find it interesting to share your ideas for this game.then I would have all kinds of neat ideas for new races, new events, algorithms for store generation, for sector generation, for ship generation, etc. I just need concrete ideas where the alpha is going and what I can/should work on.

Many thanks for your feedback!That's probably enough for now.

I hope I will manage to find some time.Would it be possible to skype at some point?
