Enemy FTL

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mastercats
Posts: 11
Joined: Sun Sep 30, 2012 5:00 pm

Enemy FTL

Post by mastercats »

How come the enemy is able to FTL when they have no engines or a fight going down on their bridge. It just seems really weird.


end boss is understandable, but not the little guys v.v Realyl ruins a good run fast when you have 2 mant finishing of guys in the bridge and then the ship flys off O.O
boa13
Posts: 808
Joined: Mon Sep 17, 2012 11:42 pm

Re: Enemy FTL

Post by boa13 »

It is always possible to jump when a fight is going on in the bridge (think of it as the heroic action of the pilot who manages to mash the jump button in the middle of the fight). This applies to your ship, too.

As long as both engines and bridge are not fully destroyed (i.e. they are orange or green), provided the FTL bar is full, it is possible to jump. Are you sure one of the two was red when the enemy jumped away?
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mastercats
Posts: 11
Joined: Sun Sep 30, 2012 5:00 pm

Re: Enemy FTL

Post by mastercats »

Yeah they dont need engines to FTL they've done it many times. When ever i board a ship i take out pilot and engine with my weapons while my crew fights or i did until a few started jumping on me iwth my dude on board. Then i tested it.

If the pilots out they wont jump, but they can jump with out engines. jsut go into nay game find a ship and wait around but keep engines red.
ScottG
Posts: 4
Joined: Mon Sep 24, 2012 5:30 pm

Re: Enemy FTL

Post by ScottG »

You might try this with level three sensors if you were not. They can repair a bar while you are continually keeping the engines "red". The moment one bar is repaired they will jump out. While a system is being repaired another hit to that system does not reset that repair progress to zero, it just does hull damage. From what I can tell you can't stop them from getting that single engine bar fixed and jumping out in an instant other than preventing them from having both the single engine and the single helm bar at the same time.

I only noticed this on my last game where I got level three sensors.

scott.
Agent_L
Posts: 206
Joined: Wed Sep 26, 2012 7:47 pm

Re: Enemy FTL

Post by Agent_L »

ScottG wrote:You might try this with level three sensors if you were not. They can repair a bar while you are continually keeping the engines "red". The moment one bar is repaired they will jump out. While a system is being repaired another hit to that system does not reset that repair progress to zero, it just does hull damage. From what I can tell you can't stop them from getting that single engine bar fixed and jumping out in an instant other than preventing them from having both the single engine and the single helm bar at the same time.

I only noticed this on my last game where I got level three sensors.

scott.
Now THIS is an answer!
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Ethaniel
Posts: 27
Joined: Sun Sep 30, 2012 3:15 pm

Re: Enemy FTL

Post by Ethaniel »

ScottG wrote:You might try this with level three sensors if you were not. They can repair a bar while you are continually keeping the engines "red". The moment one bar is repaired they will jump out. While a system is being repaired another hit to that system does not reset that repair progress to zero, it just does hull damage. From what I can tell you can't stop them from getting that single engine bar fixed and jumping out in an instant other than preventing them from having both the single engine and the single helm bar at the same time.

I only noticed this on my last game where I got level three sensors.

scott.
Don't forget any crewmember trying to repair the system as well. Additional shots against a damaged system will hurt and eventually kill anyone trying to fix it. There's also the "possibility" of friendly fire. I've learned that the hard way. :?
Ethaniel
Posts: 27
Joined: Sun Sep 30, 2012 3:15 pm

Re: Enemy FTL

Post by Ethaniel »

Scott's answer is perfect, but it makes me wonder: What about a locked-down subsystem? Wouldn't that be more effective to delay the jump? As far as I know, locked-down systems can't be repaired until the counter clears out.
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