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Re: FTL Captain's Edition 1.066b
Posted: Tue Nov 12, 2013 8:01 pm
by Estel
Frankly, i don't think "advanced edition" conflicts too much with CE's name. In unlikely cases that anyone ask about my opinion (

) I say "stay at CE", at the current point, it's original FTL that need to catch up with CE, not the other way around.
Unlike all of you, I'm also rather skeptical about this [strike]DLC[/strike] expansion to FTL. Unless it contains some *heavy* mod-friendly changes (think what Klei did with "Don't Starve") it looks like excuse for iPad version. While, of course, I appreciate that it's going to be free update (but, honestly, a paid one with such content would be a pure cash-hijack attempt), frankly - considering how much modders did for FTL, it would be more fail to release a source code under a license, either free like done by Relic with original Homeworld, or "buy your copy of source" like Introversion Software's titles (Darwinia, Uplink, and friends).
Not to mention, that it would allow making portable version of FTL (which still would require purchasing FTL game to obtain data) for *real* portable devices, powered by GNU/Linux (and, by extension, also for Android crap, unlike most ignorants think, android != GNU/Linux), and, if someone would be interested, for IWhatever toys.
Instead, "we" are going to *only* payware IShit version, which leaves anyone with two working brain cells outside possibility to play FTL on the move*. This point, to be honest, make me FURIOUS like mantis awaken from some nice dream in escape pod.
---
But, it's quite off-topic here, so sorry for this stream-of-consciousness type post
/Estel
Re: FTL Captain's Edition 1.066b
Posted: Tue Nov 12, 2013 9:14 pm
by Mr. Mister
Try putting some horns/spikes on it.
Re: FTL Captain's Edition 1.066b
Posted: Tue Nov 12, 2013 9:40 pm
by Kieve
Sleeper Service wrote:Something like that is actually already in the making.
The Rock Ramship will use a modified version of the Rock Brawler (original ship hull curtsey of ericrumor):

It's... so beautiful.

I want one.
Ericrumor, please make this the alternate version of your Brawler. I would play the hell out of it.
Damn that is sexy.
Re: FTL Captain's Edition 1.066b
Posted: Tue Nov 12, 2013 9:40 pm
by PaladinGreco
*makes grabby hands at the Rock Battleship*
Moving on, I think CE will be nominally compatible with AE. The only changes that will need to be made will be those that move the code to fit around AE's code indexing wise, and some balance tweaking. Actual conflicts are very unlikely (and highly suspect, should they occur).
Re: FTL Captain's Edition 1.066b
Posted: Tue Nov 12, 2013 10:56 pm
by Sleeper Service
Re: FTL Captain's Edition 1.066b
Posted: Wed Nov 13, 2013 12:12 am
by Mr. Mister
Well, I would imagine that, more than conflicts per-se, the most inconvinient thing for you would be having to check through all the new stuff to check if it has something very similar already in CE (for instance, I think I saw what looked like an ion burst on the video, albeit the weapon sprite looked more like what could be described as a "swarm ion"), and then take appropiate measures (this could get very tiring for you when it comes to new events, such as adding new CE-stuff blue choices for the new events, and specially checking if tehre's any new blue choice added to the current vanilla events).
An example would be hacking and effectors/system disruptors: wil they have roles different enough to make it worthwile keeping both? If yes, then would effectors and hacking have the same blue choices or not?
Etcétera.
But yeah, it seems that there will be more ways to mod things, and that's always good! I'm intereted in seeing what you can make out of the new drone stuff. A drone that increases accuracy when targeting the room he's in? I doubt it, but let us dream!
Oh, and try shopping some scratches or bumps on the head of the Rammer. It should be visible that it rams.
Re: FTL Captain's Edition 1.066b
Posted: Wed Nov 13, 2013 1:35 am
by Sleeper Service
Also coming with the next update:

I used vanilla planets for those warning images for now, the final version will probably use planets from the "Better Planets and Backgrounds" mod (sanmonku said he's OK with that).
Re: FTL Captain's Edition 1.066b
Posted: Wed Nov 13, 2013 3:26 pm
by dalolorn
Sleeper Service wrote:Also coming with the next update:

I used vanilla planets for those warning images for now, the final version will probably use planets from the "Better Planets and Backgrounds" mod (sanmonku said he's OK with that).
How will that work?
Re: FTL Captain's Edition 1.066b
Posted: Wed Nov 13, 2013 4:06 pm
by Sleeper Service
All this is kind of a half-way result from an attempt to design custom hazards. Planetary weapons will be directed by special enemy classes (Spotters and Defenders). They will come in two main designs:
Planetary Defence Satellites - These just fire long range, high velocity variants of normal weapons at your ship. This results in fights where your defences are more pressured and play out a little like fights in asteroid fields, but with the disadvantage that only the player takes fire and defence drones don't help. The weapons used will depend on sector faction and will be slightly randomized. Defence satellites of different types can dispense constant weak fire, or sporadic heavy fire. Can be levelled. Destroying the enemy Spotter ship will make them loose you as a target and cease fire.
Planetary Defense Weapons - These target your ship with slow charging, high damage planetary artillery guns or beams. Create dead-line scenarios for fights, a little bit like suiciding stations, but with much more time to escape and higher risk. UI prompts will inform the player how much time remains till the guns fire. Engine power at the beginning of the fight determines how many of the guns get a lock on your ship, so evading some of the fire is possible. This evens can not be levelled. Destroying the enemy spotter ship will not prevent these weapons from firing, you have to jump out to escape.
And yes, there are also minefields, but they play out differently. Jumping into minefields will give you tactical options on how fast you want to get out of the field. This decisions will affect how many mines home in on your ship and this way Minefields can be partialy levelled. You typically will fight a mine-layer ship as well, but de defence drones and evade can help you out.
Overall, minefields will be less dangerous, but more likely to get some hull damage in on you. Defence satellites can seriously harm your ship when your defences are weak (much like asteroids) and planetary guns will deal very heavy damage if you do not manage to jump away in time.
All this will be achieved by carefully hidden invisible drones and ship weapons, but the exact implementation should be so streamlined that the player does not really realize what goes on behind the scenes. I hope this all will create some interesting new and really tense combat scenarios.
Re: FTL Captain's Edition 1.066b
Posted: Wed Nov 13, 2013 4:19 pm
by Nider_01
Can't wait for this!
