Page 1 of 2
The Twelve Days of FTLmas
Posted: Thu Dec 03, 2015 6:43 am
by stylesrj
I was thinking of updating my Christmas mod with a new set of ships/weapons/upgrades. But I need ideas based off that song we all know and love.
Idea 1: A ship that has everything starting from 12.
On the first day of FTLmas, the modders gave to me:
A Partridge with an ASB!
On the second day of FTLmas, the modders gave to me:
Two Engi bots
And a Partridge with an ASB!
On the third day of FTLmas, the modders gave to me:
Three Mantis Warriors
Two Engi bots
And a Partridge with an ASB!
On the fourth day of FTLmas, the modders gave to me:
Four Teleporter slots!
Three Mantis Warriors
Two Engi bots
And a Partridge with an ASB!
On the fifth day of FTLmas, the modders gave to me:
FIVE BURST LASER II'S
Four Teleporter slots!
Three Mantis Warriors
Two Engi bots
And a Partridge with an ASB!
And that's all I've got so far for the song...
Idea 2: 12 different ships based off the song (so Five Golden Rings would be a ship made up of 5 golden rings, etc.)
Re: The Twelve Days of FTLmas
Posted: Thu Dec 03, 2015 12:54 pm
by Fireclaw27
Idea: You could make each verse a quest beacon, and if you complete all 12, you get the "Twelve days of Christmas" achievement.
eg. 1st quest beacon - you have to fight a partridge-shaped ship, while an ASB attacks you as well.
2nd quest beacon - The partridge has an extra 2 engi's
3rd - Three mantis as well.
4th - the ship has a 4-space teleporter. (so the 3 mantis will board.)
5th - The ship would have - oh. I think that would probably kill you. (maybe basic lasers instead?)
Re: The Twelve Days of FTLmas
Posted: Thu Dec 03, 2015 6:08 pm
by stylesrj
Hmm and then what happens if you survive 5 Burst Laser II's? There needs to be 6 of something...
But an escalating enemy sounds badass. However I'm not good at scripting events like that; why else are most of my ships and mods restricted to the opening beacon and the Last Stand?
Re: The Twelve Days of FTLmas
Posted: Thu Dec 10, 2015 9:42 pm
by Gencool
I was gonna ask if anyone was interested in me making an addon for ftxmas...
Re: The Twelve Days of FTLmas
Posted: Thu Dec 10, 2015 9:51 pm
by stylesrj
We'd all appreciate more Christmas from you Gencool.
Re: The Twelve Days of FTLmas
Posted: Thu Dec 10, 2015 11:06 pm
by mr_easy_money
I know six is next, but...
♫ Seven Shots of Flak II ♫
Re: The Twelve Days of FTLmas
Posted: Sat Dec 12, 2015 9:25 pm
by Fireclaw27
Yeah, sorry, but a flak 2 is far less dangerous than 5 burst lasers 2.
Flak 2 = 7 shots, less accuracy.
5 burst lasers 2 = 15 shots, normal accuracy.
So it wouldn't fit for an escalating ship.
7 flack 2s could work...
7 flak 2s = 49 shots, low accuracy.
But that could be too hard...
I don't really know any more.
Re: The Twelve Days of FTLmas
Posted: Sun Dec 20, 2015 6:38 pm
by mr_easy_money
Fireclaw27 wrote:Yeah, sorry, but a flak 2 is far less dangerous than 5 burst lasers 2 ...
... So it wouldn't fit for an escalating ship.
does it need to be more dangerous? when you say escalating would it not need to be the opposite then?
it starts from 12 and goes down to 1 so maybe it should be increasingly engaging as it goes from 12 to 1 thereby "escalating"
besides you can't fit 5 burst 2's and 7 flak I's on one ship
maybe you could replace it with ♫Seven Volleys of Flak I♫ ? or incorporate volleys into another line?
♫ Six Blasts of Charge Ion ♫
Re: The Twelve Days of FTLmas
Posted: Sat Jan 02, 2016 2:25 pm
by siuwa
So it's 8 now?
8 damage beam
7 flak II (or I)
6 charge ions
5 BL II
4 Telepads
3 Mantis
2 Engi bots
And a partridge with an ASB!
Is that good enough?
Re: The Twelve Days of FTLmas
Posted: Sat Jan 02, 2016 4:36 pm
by fdagpigj
siuwa wrote:
8 damage beam
Noooo 8 needs to be:
8 crystal crew
