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Re: FTL Captain's Edition 1.229/Inf 1.229/EL 1.229

Posted: Sun Jul 13, 2014 5:53 pm
by RAD-82
Good ol' DEFAULT Rebel Rigger...

While it is easy for some people to determine that is a bug because they aren't supposed to be facing Rebels, why hasn't that been changed to something that actually claims to be a bug?

Re: FTL Captain's Edition 1.229/Inf 1.229/EL 1.229

Posted: Sun Jul 13, 2014 10:38 pm
by Estel
I think you lost me on that one. I don't have a slightest green clue what you mean in the last sentence.

Re: FTL Captain's Edition 1.229/Inf 1.229/EL 1.229

Posted: Mon Jul 14, 2014 2:13 am
by Krazyguy75
Estel wrote:I think you lost me on that one. I don't have a slightest green clue what you mean in the last sentence.
He's saying that it should change the default fallback for bugged ship events from the Rebel Rigger to something like a Rogue AI Bug Error, with a glitched ship image, disconnected floor pattern, floating weapons, etc, so that you really know that it is a bug.

Re: FTL Captain's Edition 1.229/Inf 1.229/EL 1.229

Posted: Mon Jul 14, 2014 9:19 am
by Apotheosis
So are the changes to the crew and drone colors and animations in the description of the mod integrated?
I feel like those are non existent. Will those be implemented?

Re: FTL Captain's Edition 1.229/Inf 1.229/EL 1.229

Posted: Mon Jul 14, 2014 2:42 pm
by Acceleratio
After some playthroughs I have to admit that I really dont like the new hyperspace events. Having a 2 round ahead fleet without even the slightes chance of changing makes the first sector especially harder for some ships and even with "good" ships I am constantly running low on fuel. Even If I buy all the fuel in almost every shop I visit.
Please nerf the fleet speed a little bit make it one jump ahead with the basic speed or something this is just too much for and poor old player like me. (+ I really miss that neat friendly PDS sign :( )

I took my time until I wrote this because I wanted to give hyperspace a chance but basicly my chances to get pass the first sector have decreased alot since the change.
Maybe thats also related to some enemy havig adaptive beams and 4 burst scatter shots in the first sector ;)

Please dont get me wrong. I LOVE this mod I couldnt imagine to play this game without it. Its not unplayable with hyperspace it just doesnt really add that much and makes it more frustrating for me.
Have a nice day :)

Re: FTL Captain's Edition 1.229/Inf 1.229/EL 1.229

Posted: Mon Jul 14, 2014 8:04 pm
by thinkpad
I agree with Acceleratio, I really don't like the hyperspace addition. If it is possible could you offer a version of CE without the hyperspace included? Like a vanilla CE version?

Thank you very much

Re: FTL Captain's Edition 1.229/Inf 1.229/EL 1.229

Posted: Mon Jul 14, 2014 8:18 pm
by silveira1995
I agree with a lot of people here this time, i liked all of your previous changes, but i think that the hyperspeed should remain "vanilla" thats one case that less is better, it complicates where it shouldn't. One fuel one node, standard travelling is better in my opinion.

Re: FTL Captain's Edition 1.229/Inf 1.229/EL 1.229

Posted: Mon Jul 14, 2014 11:44 pm
by SpaceDux
I for one LIKE the hyperspace speed option, it makes hard... harder.

For me, that makes me happy

Re: FTL Captain's Edition 1.229/Inf 1.229/EL 1.229

Posted: Tue Jul 15, 2014 4:20 am
by Gyrfalcon
Seeing that we're talking about the Hyperspeed addition, let me put in my two cents.

I overall like the addition, it's cool, innovative and adds challenge (and advantage if properly used) to the game. That said, I agree there should be a vanilla sector add-on, similar to the Vanilla CE ship layouts for those who don't want to scrounge for fuel for the first 5 sectors.

Not all sectors (quarantine sectors, I'm looking at you) have ample access to shops and since the addition of Hyperspeed those sectors look less and less attractive to traverse. Sure, you get a two jump headstart on the fleet but if you're going to burn all that fuel anyway fighting through and not be able to refuel before leaving, what's the point? I can just breeze through an Engi sector instead and have enough fuel bought and stockpiled for the next sector as well. Quarantine sectors and the like become and unnecessary risk for too little a reward.

However, most of the games I've played, ease up by sector 5 where I have more than enough fuel to not worry it.
Maybe a few changes here and there might help loosen the fuel noose around the players' necks for the first few sectors.
--Dropping the amount of fuel for basic speed (no fleet change) from 2 to 1 might help, therefore instead of burning 3 fuel (1 to leave sector and 2 in hyper speed) to go between sectors, it lowers to 2.
--Alternatively, changing the fleet advance from 2 jumps to 1 might allow the player more leeway in a decision of traveling slow through hyperspace and looking for a store than traveling fast and throwing up out-of-fuel distress beacons halfway in every sector (It's happened to me once or twice, I'm ashamed to admit).

While on the topic of changes, I'm not a big fan of taking 8 (!) hull damage when going max speed. I feel that is way too steep a price to pay, especially with little warning. I almost died the first time because I wasn't sure how much damage I was going to take. I suggest dropping it down to 4 damage and changing the option before that to 1-2 hull damage. Even though, the lure of having 4 extra jumps in the sector and having absolutely no worry about the rebel fleet, 8 hull damage (almost a third of your max health) is a ludicrous price to pay.

I'm sorry, I ended up typing so much, I've been writing notes as I've played and meant to post it but kept procrastinating, I guess it got out of hand! :lol:
I actually truly do like the Hyperspace addition, it's a rougher start but it allows you to explore more beacons in the late game and the new events that Captain's Edition prides itself on. But I do sometimes like a more relaxed game time to time without having to worry about every little thing. I hope you consider my tweaks and forgive me for dragging on!

Cheers!
Gyr

Re: FTL Captain's Edition 1.229/Inf 1.229/EL 1.229

Posted: Tue Jul 15, 2014 4:44 am
by Estel
Gyrfalcon wrote:While on the topic of changes, I'm not a big fan of taking 8 (!) hull damage when going max speed. I feel that is way too steep a price to pay, especially with little warning. I almost died the first time because I wasn't sure how much damage I was going to take. I suggest dropping it down to 4 damage and changing the option before that to 1-2 hull damage. Even though, the lure of having 4 extra jumps in the sector and having absolutely no worry about the rebel fleet, 8 hull damage (almost a third of your max health) is a ludicrous price to pay.
This. While I absolutely love hyperspace travel, I feel that what happens for 6 and 8 engines is just wrong. Sure, the idea of damaging engine system is great (makes you think twice, if you want to jump at superFTL speed to pirate sector, where pirates with ASB are waiting on entry sector), but the hull damage is much too mean, and what's more important, completely lack randomness factor.

Considering that our crew is talking about "risking engine degradation" if we go faster, I thought that it is is - risk, not something guaranteed. So, for the sheer fun of it, I have upgraded engines to 6 early on, and used this option on every possibility (across two playthrouhgs) - 10/10 times the same effect, so I assume it's just that, coded.

If anyone asks me, I would make it 0-3 damage for engine 6 variant (that is - either 0, 1, 2, or 3 damage to hull, randomly) - so, you can get lucky and have your risky operation rewarded completely, or get punished for it, somehow. For the 8 engines variant and it's whooping 4-beacon fleet delay, I would suggest 4-8 damage. So, if you're lucky, you can fix it in one hull repair kit delay-free sessions - otherwise, well, you can get screwed pretty much.

/Estel