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Re: FTL Captain's Edition 1.066b

Posted: Tue Nov 12, 2013 3:19 am
by Estel
Mr. Mister wrote:Arty the second should get its power usage reduced by one, and there shall be a new Arty the Third, with four power, Arty the Second's current long cooldown, 3 damage per shot and 2 shield piercing?
No, I'm actually saying that maul beam should get nerfed, as it's godmode weapon, now ;) Arty laser always seemed a little under-powered for me (shield piercing 2 for Mk II would fix that - currently, glaive or halberd is always better idea to spend those 4 energy units), but I haven't messed with them *that* extensively.

But, Sleeper mentioned that he already did something about it, so it's probably all moot, anyway ;) BTW, nice idea with mine fields! But I agree with Mister - graphical background should have them in more random angles, it would look more "realistic", thus helping flavor.
dalolorn wrote: FTL beacon access augment? What?
There is some nice augment called, literally, "beacon access kit". I don't want to spoil anything, so I'll just say that it allows you to do some nice things on empty beacons (although, if you have ammo factory too, you can only do *one* action at empty beacon, so you would need to choose each time how you want to "spend" free beacon time). Funny enough, I'm getting beacon access kit on *almost* every playthrough lately, but it's, probably, a RNG kindness ;)
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Finally met the bounty hunter! Killing BB itself was easy, but her (in my case, it was "she") ship was indeed irritating cookie, esp. for boarding based players.

Funny fact - before, I was playing with slug ship, and got that event ~10 times, always using blue option, and always getting "no one is here" result. Was it RNG too, or it is actually only one possible outcome for that blue option? If yes, it would be nice to have some diversity, like detecting BH and taking her/him by surprise (with some handicap against auto ship, or something... Or, maybe, it would be better idea to give *another* blue option after using slug one (is it possible?), if we have AP drone, to send it after intruder? Would give poor, unused AP some additional purpose in life, other than eliminating spiders on backwater stations ;)

/Estel

Re: FTL Captain's Edition 1.066b

Posted: Tue Nov 12, 2013 7:24 am
by PaladinGreco
The bounty hunter can appear even if you select the blue option on that event, but your situation is just less-bad when it happens. Other things may happen as well.

I'm just happy the Auto-Terminator is 'merely' a difficult challenge at this time. It used to be absurd, to the point where you'd be more likely to defeat a Battlecruiser than it in earlier versions. At least, for me (and VoV, when he recorded a run).

Re: FTL Captain's Edition 1.066b

Posted: Tue Nov 12, 2013 10:14 am
by Mr. Mister
Well, sleepy... seems like FTL will have an official expansion patch, appropiately named similarly to this mod, as some of the announced stuff is similar to things CE has implemented.



So, will you rename CE to Commander's Edition when you adapt it for Advanced Edition?

Re: FTL Captain's Edition 1.066b

Posted: Tue Nov 12, 2013 10:47 am
by The Captain
Mr. Mister wrote:Well, sleepy... seems like FTL will have an official expansion patch, appropiately named similarly to this mod, as some of the announced stuff is similar to things CE has implemented.

So, will you rename CE to Commander's Edition when you adapt it for Advanced Edition?
Commodore would be more apropos, leaving room for Admiral later.

Re: FTL Captain's Edition 1.066b

Posted: Tue Nov 12, 2013 11:31 am
by Sleeper Service
Mr. Mister wrote:Well, sleepy... seems like FTL will have an official expansion patch, appropiately named similarly to this mod, as some of the announced stuff is similar to things CE has implemented.



So, will you rename CE to Commander's Edition when you adapt it for Advanced Edition?
Yeah interesting times. Transit to that new main game probably is going to involve quite some work. I hope I don't have to scrap any weapons. But I'm also super exited about what will be possible with the new content. Barely anything was shown about the new enemies. I'm not sure, but the very last part of the reveal video seems to be showing ships silhouettes that match no existing ships. Might be a new faction?

As for the mines: I didn't really thought about the angle. They are only a few pixels wide, rotating them around even just 45degree would mess them up quite a bit. I see what I can do. Would probably indeed look nicer with randomly oriented mines.

Re: FTL Captain's Edition 1.066b

Posted: Tue Nov 12, 2013 12:04 pm
by codyfun123
Sleeper Service wrote:Transit to that new main game probably is going to involve quite some work. I hope I don't have to scrap any weapons.
Yeah, it's going to be worth it though.
You should probably keep the last released version of Captain's Edition available for legacy purposes, in case people want to play the old version of FTL.

Re: FTL Captain's Edition 1.066b

Posted: Tue Nov 12, 2013 1:23 pm
by Mr. Mister
You know, I think I just thought of a sway to implement your Hyperspace backgeround, even if only for the sake of it.

Create an empty beacon augment that delays the fleet by one turn, no questions asked. It would change to the hyperspace background upon choosing to use the aug, and you would remain in the hyperspace background until you jumped away.

It would serve as a way to essentially bypass uneventful beacons. It also doesn't delay it as much as minefields, so it's not OP. And if you think it's still poor, you could make it give you one fuel too, as if you enver laid on that beacon.

Re: FTL Captain's Edition 1.066b

Posted: Tue Nov 12, 2013 2:01 pm
by Sleeper Service
Mr. Mister wrote:You know, I think I just thought of a sway to implement your Hyperspace backgeround, even if only for the sake of it.

Create an empty beacon augment that delays the fleet by one turn, no questions asked. It would change to the hyperspace background upon choosing to use the aug, and you would remain in the hyperspace background until you jumped away.

It would serve as a way to essentially bypass uneventful beacons. It also doesn't delay it as much as minefields, so it's not OP. And if you think it's still poor, you could make it give you one fuel too, as if you enver laid on that beacon.
It seems backgrounds and planets can't be changed mid event. It seems they also can not be changed two times on one beacon at all. Alos, It was my intention to implement that for sector to sector travel only, so I wan't to get it to work at the starting beacon specifically.

Re: FTL Captain's Edition 1.066b

Posted: Tue Nov 12, 2013 4:11 pm
by aaaaaa50
So I might have simply not seen this, but it occurs to me that the exploding stations stuff you put in could also be used to make rock ships ram through you when they FTL jump. Just a thought.

Re: FTL Captain's Edition 1.066b

Posted: Tue Nov 12, 2013 5:24 pm
by Sleeper Service
Something like that is actually already in the making. :D

The Rock Ramship will use a modified version of the Rock Brawler (original ship hull curtsey of ericrumor):
Image