A few thoughts

General discussion about the game.
rannl
Posts: 334
Joined: Sun Nov 25, 2012 11:13 pm

A few thoughts

Post by rannl »

Got to admit, I am addicted to FTL. Got 14 wins from 106 games (95% on normal) and would like to share a couple of thoughts about the game :

1. Defense drone mark II - feels broken to me, since the inability of the drone to prioritize shooting missiles over lasers makes it more of liability then an asset. Maybe it can be changed to giving a shield bubble as an upgraded defender....
2. Dual lasers/Mini beams - never seen them on stores on drops, making me believe they are locked only to initial ship configurations. Seems like a shame, as they are really good weapons for their power demands. if they seem overpowered, they can just be made rare instead of missing.
3. Fire weapons - seem underpowered and more of a "just for laughs" kind of weapon. the fire bomb does some damage, but the small bomb/breach I is better in terms of power/load time, making the "flame on" effect viable for starting sectors but redundant on later sectors. Fire beams only start fires without doing any damage.... maybe they should also do system damage (like bombs)?
4. Crew augments - those little fellows should deserve some thought, being the ones helping you finish games :) How about adding the ability to upgrade them regardless of their experience ? Some ideas are cyber implants for increased health/speed, lasers for increased ranged (non HtH) damage, knives/swords for increased HtH damage (not usable by mantis, as they don't have hands!), sharpened reflexes for weapon room specialists which will reduce enemy ship doge rate, tech aptitude courses for increased shield charge rate...... the list goes on and on, with a final thought being on specific crew events which enable direct control of the crew at a specific location (think of the alien bar scene from star wars).

Well, just a few thoughts to get things going , would love to know what you FTL fans think.
Thumbs up for Justin and Matt on their great work !

EDIT 1:
And of course - if the ship defended by the shield defense drone mk II gets hit by an ion shot on the shields, the drone should be disabled :D
Inspired from the boarding drone, maybe a leech drone could be added, which breaches the hull and disables some power bars while it is active...

EDIT 2:
Another few ideas on the way home -
1. Tactic identification - the game can memorize which methods of victory are common for your ship build, and randomize an encounter where you "meet your match" - like boarding ? How about a mantis ship with a level 3 medbay with a couple of AP drones! Use lasers alot ? Meet an uber zoltan with a regenerating zoltan shield! Like ions ? Rebel rigger with 3* ion reverse field augments. Missles ? HIgh evade slug ship with defense drones I and II. Pyromaniac ? Rock cruiser with mantis pheromons and engi nano meds with a joint rock/engi crew. Reward will be an ultra rare augment/weapon/crew speciality upgrade (mentioned above).

2. Unlocking "build your own ship" - after winning a certain amount of games on normal, a new "ship" appears in the hangar - get a certain amount of starting scrap and build it as you like in the hangar, including starting drones/missles.

3. New races - a star control inspired syreen race which can temporarly, at cost of health, control an enemy unit, during which the syreen is immobile and if hit loses control.
Psionic race at 50hp which can cloak you ship if you do not have cloak, or boost cloak recovery if you have cloak.
War beasts - 200hp, 25% combat bonus, 50% speed penalty, can not repair or man systems (if your last crew member is a war beast, you lose).

4. Door level 4 - breaking through the door trigers a reactive charge which damages boarders.

EDIT 3:
UltraMantis wrote: Fire weapons are not to be underestimated, but as a single weapon, the bomb is weakest. If you pair two fire weapons they quickly become overpowered, except against AI ships or Rock crewmen. Fire Bomb + Fire Beam = Inferno. Sure it's annoying to have the bomb start only one measly fire, but unless they manage to put it out quickly it will burn the system eventually causing 1pt of hull damage, and it will hurt all crew fighting the fire. In a way it can also prevent repair the same way a breach can. Try it on ships without medbays, and you can capture them without a teleporter.
Well said sir. Last game was with the Vortex which became the Flaming vortex with said fire beam + fire bomb.
I had a hack of a time burning out the o2 and crew of ships throughout sectors 2-6, as well as unlocking the entire enemy ship on dire achievement :twisted: Made a flame believer out of me.
Will post some screen shots of a couple of great game runs later on.

Well, fire weapons made me think of the natural opposites - ice weapons. Those beam/bombs will freeze crew/drones in place while causing damage, wiht the possible addition of minor system freeze (in effect ion damage) or minor power drain (temporary drop in amount of general ship power).
The cherry on top of this idea will be the ability to shot an ice bomb in your own ship, putting out fires ;)
Last edited by rannl on Tue Jan 01, 2013 5:19 pm, edited 3 times in total.
UltraMantis
Posts: 2125
Joined: Thu Sep 20, 2012 3:17 pm

Re: A few thoughts

Post by UltraMantis »

rannl wrote:Got to admit, I am addicted to FTL. Got 14 wins from 106 games (95% on normal) and would like to share a couple of thoughts about the game :

1. Defense drone mark II - feels broken to me, since the inability of the drone to prioritize shooting missiles over lasers makes it more of liability then an asset. Maybe it can be changed to giving a shield bubble as an upgraded defender....
Hmm, that's a very unique idea. A support shield system orbiting the ship that can not be destroyed by boarders or weapon fire unless something accidentally destroys the drone. I like it. I love it! Well worth the 4 power!
rannl wrote:3. Fire weapons - seem underpowered and more of a "just for laughs" kind of weapon. the fire bomb does some damage, but the small bomb/breach I is better in terms of power/load time, making the "flame on" effect viable for starting sectors but redundant on later sectors. Fire beams only start fires without doing any damage.... maybe they should also do system damage (like bombs)?
Fire weapons are not to be underestimated, but as a single weapon, the bomb is weakest. If you pair two fire weapons they quickly become overpowered, except against AI ships or Rock crewmen. Fire Bomb + Fire Beam = Inferno. Sure it's annoying to have the bomb start only one measly fire, but unless they manage to put it out quickly it will burn the system eventually causing 1pt of hull damage, and it will hurt all crew fighting the fire. In a way it can also prevent repair the same way a breach can. Try it on ships without medbays, and you can capture them without a teleporter.
rannl wrote:4. Crew augments - those little fellows should deserve some thought, being the ones helping you finish games :) How about adding the ability to upgrade them regardless of their experience ? Some ideas are cyber implants for increased health/speed, lasers for increased ranged (non HtH) damage, knives/swords for increased HtH damage (not usable by mantis, as they don't have hands!), sharpened reflexes for weapon room specialists which will reduce enemy ship doge rate, tech aptitude courses for increased shield charge rate...... the list goes on and on, with a final thought being on specific crew events which enable direct control of the crew at a specific location (think of the alien bar scene from star wars).

Well, just a few thoughts to get things going , would love to know what you FTL fans think.
Thumbs up for Justin and Matt on their great work !
Not sure about giving crew special abilities. If they were rare though, they would be very nice without negatively affecting game balance.
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rannl
Posts: 334
Joined: Sun Nov 25, 2012 11:13 pm

Re: A few thoughts

Post by rannl »

Thanks for the reply UltraMantis, like your posts and gameplay.
UltraMantis wrote: Not sure about giving crew special abilities. If they were rare though, they would be very nice without negatively affecting game balance.
Special abilities for the crew will naturally apply to both you and your enemies, adding a challenge.
I think adding some scenarios where you can dock with stations and access rooms with your crew can add a nice twist to the game... imagine boarding a station and then triggering an event which causes an enemy ship to attack while your guys are off the ship :twisted:
UltraMantis
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Re: A few thoughts

Post by UltraMantis »

What? FTL isn't evil enough!? :lol:
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Antony
Posts: 44
Joined: Tue Dec 18, 2012 5:54 am

Re: A few thoughts

Post by Antony »

I have enjoyed reading the fresh ideas posted here. Kudos!

My 2 cents:
Some weapon combos are absolutely devastating. For example, last night, I was playing with Slug Ship A (Man of War) and I acquired a second Anti-bio Beam. I have NEVER seen crew gutted from their ship so fast. The flagship battle was amazing in that is was the most unique flagship devastation that I think I have ever imposed. All but the laser gunner were vaporized and my boarding crew (after taking out missles, ions and beams) pretty much had a party demolishing everything in part 1 of the battle. The same went for part 2 and part 3.

I like your ideas, keep them up....and continue to love FTL-ing!
-Antony

P.S. Feel free to come chat with us at: http://webchat.quakenet.org/?channels=f ... ght&uio=d4
rannl
Posts: 334
Joined: Sun Nov 25, 2012 11:13 pm

Re: A few thoughts

Post by rannl »

Had a run with double Anti Bio Beams, the dual laser and a burst laser mk II, so I am aware of the power of that combo :)
equaltocody
Posts: 5
Joined: Sat Dec 29, 2012 12:32 am

Re: A few thoughts

Post by equaltocody »

There is a thread with suggestions for things to expand the game, you should go put your ideas there, cause I think they are great!

But hey congrats on beating it! it's such a fun game. I just wish it had more, but I still have much to unlock. :)
ExtraCheesyPie
Posts: 145
Joined: Fri Nov 23, 2012 4:37 pm

Re: A few thoughts

Post by ExtraCheesyPie »

The war beast just isn't a good idea.

After reading a bit more, you suggested Mantis/Rock crew on a rock ship with Engi and Mantis Augments? What?
I hate FTL...

But I love it at the same time...
rannl
Posts: 334
Joined: Sun Nov 25, 2012 11:13 pm

Re: A few thoughts

Post by rannl »

Mantis/Rock crew on a rock ship with Engi and Mantis Augments :

This design was suggested as a counter for ship builds specializing in fire weapons - rockmen immune to fire with the speed up of the mantis pheromones coupled with fast repair engies healed in fires by the engie med nano bots will make fire tactics ineffective.
ExtraCheesyPie
Posts: 145
Joined: Fri Nov 23, 2012 4:37 pm

Re: A few thoughts

Post by ExtraCheesyPie »

rannl wrote:Mantis/Rock crew on a rock ship with Engi and Mantis Augments :

This design was suggested as a counter for ship builds specializing in fire weapons - rockmen immune to fire with the speed up of the mantis pheromones coupled with fast repair engies healed in fires by the engie med nano bots will make fire tactics ineffective.
I don't think the game should purposefully give you a disadvantage... Also, I'm pretty sure that Rockmen with Phermones and engies and nanobots would counter ANY ship build, not just fire.
I hate FTL...

But I love it at the same time...
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