Now, for endgame content. This post is describing what would have been the final chapter of my total conversion, "The Stars are Beautiful". Discussion of TSaB starts
here.
You reach Sector 8, the Federation Coreworlds.
[FTL - Federation] starts playing.
The Federation Flagship is based on R4V3-0N's design, here:
http://www.ftlgame.com/forum/viewtopic. ... 130#p87548
R4V3-0N wrote:
I forget the weapons on the left and right wings, but I do remember the one in the center: the Federation's prized Vindicator Beam. (Albeit slightly nerfed in length and shield-piercing, probably, to prevent it from stacking too much damage too quickly.) Again, I need to consult my notes for complete info on this. I scribbled this all down on a piece of paper somewhere, but I think I left that back in my hometown (and I'm at college now so I can't really access it easily).
The first phase is codenamed "Assault" (I think it was Assault, anyway). This is a phase primarily focused on direct combat abilities and firepower; much like the first phase of the Rebel Flagship, the Federation Flagship's main methods of attack will be its weapons. It has Cloaking to support its offense, and it has Hacking (which is kind of a weapon all on its own).
The next phase is codenamed "Swarm". This is a phase primarily focused on the drone-swarm power surge. The flagship loses one of its wings, and activates a drone system. The drone system has 6 max power, allocated to these four drones (in this order): a 2-power beam drone, a 2-power combat drone, a 1-power beam drone, and a 1-power combat drone.
The final phase is codenamed "Surge", and is easily the most difficult of them all. It's focused on overwhelming your ship with a whole bunch of lasers and crew launched all at once, as a last-ditch maneuver. In addition to the laser power surge, it has a Teleporter, and sends all of its crew in on a suicidal abandon-ship boarding mission; it has Mind Control to turn one of your crew against it, and it has a backup drone system that launches a one-power Ion Intruder and a one-power Boarding Drone. It also has a crew of 2 repair drones (a one-power and a zero-power model) that patrol the inside of the Fed Flagship. (This backup drone system only has three power, so it'll be easier to take offline--the third power bar is to keep both the 1-power and 0-power repair drones active at the same time; if you destroy the last power bar you deactivate both repair drones at the same time.)
Once you defeat them, you unlock the "neutral" ending. And the credits roll.
But, if you kept the Rebel Captain (your player character) alive, you can activate a hidden blue option when you enter sector 8. Doing so, you can tap into a hidden radio channel and talk with a Federation crew manning a Kestrel--specifically--the Kestrel that defeated the Rebel Flagship so long ago. They explain that they're dissatisfied with how the Federation is treating ex-Rebellion soldiers; part of the rebel forces came from the Federation after all, and plenty of them were misguided; yet all of them are being very harshly treated. The Federation is becoming more and more like a police state as it tries to squash any last traces of the Rebellion, and is monitoring communications and censoring/eliminating those who disagree with Federation policy. They've heard of your arrival, and they want to protect you as you meet with the Flagship.
It's only at sector 8 that your intentions are revealed: you wanted to travel all this way just to see the Flagship and the Federation Command, for a chance at mercy. Like many other Rebel soldiers, you were not tried when the war ended; you and a good chunk of them were immediately exiled to the edge of the galaxy and left there, damn-near permanently stranded and without any way to get back, and left with only minimal resources. You just want to talk to High Command and explain that not every rebel is a truly bad person, and to beg for a chance to live in peace in the core worlds.
If you've kept the Rebel Captain (your player character) alive to this point, you can activate a dialogue tree at the first phase of the Flagship fight. Navigate the tree correctly, and the Federation Flagship Captain accepts your pleas for mercy, and lowers his weapons. A pacifist ending is achieved. The requirements are partially like CE's hidden pacifism one--have a decently upgraded ship ("We could destroy you, if we really wanted. But we do not want to. We are not here for that...")
If you didn't get the correct dialogue, you get the standard ending; but, with one change. During the final phase, the Kestrel comes to your aid, readying an ASB that fires on the enemy flagship. Now that they've seen that the Federation High Command won't back down on their rampage, they're willing to help you destroy it...
If the Rebel Captain has died, then you never get any of that exposition--the rest of the crew is just flying towards the Core worlds for their own personal motivations, which are never stated in the game (to allow the player more freedom in imagining them). Then, you automatically fail the pacifism check, and the neutral fight begins.
Alternatively...
There are a few plot-related augments, whose original names elude me--something like Cipher Plates, or Rebel Codes? These are semi-rare augments, each with a different lore snippet about the Rebellion. But carry three different ones and keep the Rebel Captain alive, and upon entering sector 8, you can activate a secret "vengeance" ending. Your motivations are revealed, but turn out to be different:
this is for all the rebels, your brothers in arms, that the Federation killed. You won't give up so easily, and you're going to those Federation bastards down.
You use your Rebel Codes in three consecutive blue options, activating them one after the other. Once they're assembled, you gain a lost piece of Rebel technology--I haven't decided what it is. Perhaps a lost weapon? I was also thinking that maybe you find the Rebel Flagship AI (represented as an augment), and allow it to be a part of your brain (since the Rebel Captain player character is half-cyborg, if you've been reading all the lore posts).
In any case, the event text for the Federation Flagship itself is also changed--you use the technology you've gained as a blue option, and the Federation realizes that your intent is violence. You either use a lost weapon to damage them; or, you use the Rebel Flagship AI augment to completely disable the Fed Flagship's systems. Either way, you blow them to smithereens and earn your revenge.
And the credits roll.