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Re: FTL Captain's Edition 1.089b

Posted: Wed Jan 15, 2014 8:55 pm
by Sleeper Service
There is no way to spawn crew on the enemy ship during a fight. The warning event you get when the AI takes over could probably still be used to spawn borders... I don't know if it is necessary to punish the player for taking out the flagship crew.

Apart from that the flagship has no real shipevent, therefore the health related events can't be used.

Re: FTL Captain's Edition 1.089b

Posted: Wed Jan 15, 2014 10:53 pm
by Mr. Mister
I still think you should use the idea of "spawn a fuckton of hologram boarders" on an event. Cm'on, don't tell me it wouldn't be fun: they're very quick to deal with, but since they don't suffocate, you can't play redirecting games with them, so you gotta hurry before they damage your ship.

Re: FTL Captain's Edition 1.089b

Posted: Thu Jan 16, 2014 4:21 am
by ikeelyou300
It might be possible to spawn some more drones in the third stage if the crew is killed. That's another thing about the boss I don't like though. Everyone keeps that stupid guy in the laser weapons compartment alive after they've already found out that killing the boss starts the AI auto repair.

Re: FTL Captain's Edition 1.089b

Posted: Thu Jan 16, 2014 8:02 am
by Estel
To be honest, I think that *removing* ship auto-repair capability of boss, but giving him other feats, instead (like, spawning ten holocrew boarders on our ship), could be interesting. Or anything, that forces to change tactic of leaving someone alive (funny, I always left beam gunner, not the laser one).

I'm not sure if we can remove auto-repair, though.

/Estel

Re: FTL Captain's Edition 1.089b

Posted: Thu Jan 16, 2014 2:49 pm
by Mr. Mister
If you can edit the AI activation event, you could disable the flagship's oxygen as well

Re: FTL Captain's Edition 1.089b

Posted: Thu Jan 16, 2014 3:07 pm
by Sleeper Service
Hm, that's not a bad idea. That would make boarding afterwards still feasible, but less of a free win ticket. Might put that in. Yet the auto repair seems to scare off players pretty well already. A way to prevent the player from just leaving Mr. Lazer alive would be nice too... or players will continue to get around activating the AI anyway.

Re: FTL Captain's Edition 1.089b

Posted: Thu Jan 16, 2014 6:54 pm
by Mr. Mister
What if you swap the ion and the laser guns? The ion weapon could be more effective on the third stage, since it keeps your shields down longer than the laser, giving more opportunities to have its effect synchronise with the laser barrage.

That would make stage 2 a bit harder though, beacuse ion+beam+drones.

Re: FTL Captain's Edition 1.089b

Posted: Thu Jan 16, 2014 8:32 pm
by ArmedKevin117
As I recall, you switched to hosting the main mod through media fire because the dropbox link locked out from too much bandwidth... could you please put up a dropbox link too? I'm at college right now and the internet keeps dropping the download. Only way I can figure to download it is to use the add to dropbox option.

Re: FTL Captain's Edition 1.089b

Posted: Thu Jan 16, 2014 9:07 pm
by ikeelyou300
It's the AI's weird path finding that allow you to keep Mr. Laser alive. Even if the room wasn't connected he would stay there simply to push buttons on his terminal that does nothing. I get what the Devs were trying to do with the individual weapon compartments, but that was more of a weakness for the flagship then a strength. Sure you have to board it 4 times, but after that they can't repair the weapons either. They put the crew in there just so they could repair the weapons if you shot at them. They should have been connected.

Re: FTL Captain's Edition 1.089b

Posted: Thu Jan 16, 2014 10:36 pm
by Mr. Mister
Can a mid-fight event re-enable a system that was disabled by the event at the beggining of the fight? Because this opens the following possibility:

1-Make one of phase 3's random apertures disable the flagship's medbay and oxygen, completely.
2-They will all die, including Lazie.
3-Change the AI Awakening event so it also re-enables medbay (make sure oxygen stays disabled though). If event-spawned "intruders" can be teleported back to their ship, you can also make the AI awakening spawn a bunch of AI avatars on your ship, and maybe the flagship can teleport them back so they run the ship (better if the AI Awakening makes sure to re-enable medbay while still keeping oxygen disabled).

Since most of the enemy non-skeleton crew will have boarded you before they even start asphyxiating, this event won't make it much easier for you to repel their boarders while until their crew dies. If you still have teleporting options (tp level 2 or a crystallite, or even better, an AI avatar), you can keep disabling the missiles.

Have this phase 3 opening say something like "Their reserve AI seems to have broken out containment and gained 'partial control of the ship, and is now trying to kill the crew to trigger its liberating sequence".