FTL: a game about managing a spaceship in an infinite galaxy

I played this for 4 hours yesterday and I never made it past Sector 3. I love it. I wish there was a save system in place that would at least let me stop and continue. I think this game would work great on the iPad too.

Also a tip for dealing with boarding parties I found is to pull every crew member into the med bay and pull the O2 out of every other room. The enemy makes a beeline for the med bay where your healing usually out weighs the damage done.
 
Who cares what it was marketed as.

Answer me these questions:

Would adding a non-hardcore mode make FTL a worse game? (no)
Would adding a non-hardcore mode make the game more widely palatable? (yes)
Would adding a non-hardcore mode lose any customers? (maybe a couple of idiots)
Would adding a non-hardcore mode be a wise business decision? (yes)
Would adding a non-hardcore mode increase sales and revenue? (yes)

When you answer these, you'll realize you're being just as obstinate as the developers. Sticking to your guns about some shit that only hurts the game and the developers.

If they get more sales then they'll be able to make more games. But no, let's artificially limit the desirability so that we can mimic some game that came out in 1980. Like gaming hasn't changed at all in the past 30 years.

So, people who like roguelike games are idiots? Really?

The developers had a vision for how they wanted their game to be played. The entire basis of a roguelike is that progression is risky, in order to see all the game has to offer you MUST play smartly and carefully, or your journey is over and you need to start over. That's the entire premise behind a roguelike. And yeah, adding a "carebear" mode allows people to play the game on easy mode and easily see the content that others have to earn the hard way. But it's the earning part that you just aren't getting.



Next time please think more carefully before buying a game that markets itself as a roguelike. Oh, please and don't call people who like the game just fine the way it is IDIOTS. Thanks.
 
So, people who like roguelike games are idiots? Really?

The developers had a vision for how they wanted their game to be played. The entire basis of a roguelike is that progression is risky, in order to see all the game has to offer you MUST play smartly and carefully, or your journey is over and you need to start over. That's the entire premise behind a roguelike. And yeah, adding a "carebear" mode allows people to play the game on easy mode and easily see the content that others have to earn the hard way. But it's the earning part that you just aren't getting.



Next time please think more carefully before buying a game that markets itself as a roguelike. Oh, please and don't call people who like the game just fine the way it is IDIOTS. Thanks.

Maybe I'm reading it wrong, but the way I read that sentence is that people would be so bent out of shape at the inclusion of an easy mode that they would then not purchase the game at all, even if that option doesn't have any impact on the traditional mode. If I'm reading it that way, I have to agree.
 
Maybe I'm reading it wrong, but the way I read that sentence is that people would be so bent out of shape at the inclusion of an easy mode that they would then not purchase the game at all, even if that option doesn't have any impact on the traditional mode. If I'm reading it that way, I have to agree.

That's how I read it as well.
 
Having fun, guys?

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Blast doors save lives with an Engi crew. Especially in Mantis space. God I hate Mantises (Mantii?).

Ah, I get ya. Well in that playthrough I never ventured into Mantis space and my ship had that "healing nanites through-out the ship" perk. It also didn't hurt that I got a ton of free non-Engi crew. It was definitely a pretty lucky run.
 
Is it just me, or do ion cannons (that disable components) not seem to work on enemy ships? When I hit their shields, the icon blinks but their shields are still fully operational.
 
Needs to have enough power to down the shields before it'll actually, you know, down the shields. So a 3-shield enemy won't even blink if you hit it with a 1-damage ion cannon. Use a missile to weaken shield generators first and then just keep zapping it.
 
Anyone play with The Nesasio at all? It's impossible to use. It doesn't come with shields, just a cloak. I get ravaged in every fight and I end up spending all my earned scraps on repairs. It also seems to be main of dry timber the way it catches on fire.
 
Anyone play with The Nesasio at all? It's impossible to use. It doesn't come with shields, just a cloak. I get ravaged in every fight and I end up spending all my earned scraps on repairs. It also seems to be main of dry timber the way it catches on fire.

I tried but didnt even get past the first battle since it had beam weapons and tore through my shieldless ship
 
One of the random events that involve investigating an asteroid belt. If you have the Scrap Retrieval Arm you get the option to just mine the asteroid.

That arm is the single best purchase in the game bar none.

How much scrap do you get for mining the asteroid?

I tried but didnt even get past the first battle since it had beam weapons and tore through my shieldless ship

I actually got to the 4th zone. The key was attacking their weapons room and timing the beam weapon perfectly after the laser takes out the shields. I saved up right at the beginning and bought the shield for 150, but it slowed my upgrade/weapon progression a lot. Once I got to the ships with 3+ shields, I couldn't even damage them.
 
How much scrap do you get for mining the asteroid?

It's all random obviously, but it's a decent amount.... like 20-40+. I think it's one of those events where your ship might get damaged, so choosing to mine the asteroid is just the safe option to get additional scrap.
 
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Missing the Kickstarter on this is making me go through the Kickstarter thread so I don't miss another one like this. Which I'm realizing is a terrible idea since I have enough of a backlog as it is.

This was the first Kickstarter I did and now I've done like 10. It's a gateway drug.

Look on the bright side though, by the time most Kickstarter games come out, you'll have had plenty of time to clear that backlog
 
I've taken to ventilating the entire ship at every given opportunity.

Solar flare? Vent the ship.

Mantis invaders? Vent the ship.

Small bomb? You better fucking believe I'm venting the ship.
 
I've taken to ventilating the entire ship at every given opportunity.

Solar flare? Vent the ship.

Mantis invaders? Vent the ship.

Small bomb? You better fucking believe I'm venting the ship.

i just wish invaders/crew got sucked out when you vent
 
Just had my best run so far, unlocked the stealth ship and managed to defeat the first portion of the last stand. Definitely could have dome some things to improve my chances of victory.
 
Just had my best run so far, unlocked the stealth ship and managed to defeat the first portion of the last stand. Definitely could have dome some things to improve my chances of victory.

Do you need the cube ship to unlock it or just an Engi on the crew? And how is it unlocked? Is it a random event or quest?
 
That's the legend.

I restarted after getting to Sector 4, and the first ship I ran into had an ion cannon, immediately nuked my weapons room, and proceeded to annihilate me utterly.

Man, roguelikes.

*clicks restart*
 
That's the legend.

I restarted after getting to Sector 4, and the first ship I ran into had an ion cannon, immediately nuked my weapons room, and proceeded to annihilate me utterly.

Man, roguelikes.

*clicks restart*

make sure you dont put on a cursed ring of hunger or else YOU'RE SCREWED
 
Do you need the cube ship to unlock it or just an Engi on the crew? And how is it unlocked? Is it a random event or quest?

I did it with the cube ship, but the event gave me the impression it just required an engi crew member. It's a quest that you get from an event in the "Engi Core Worlds" (or something similar) sector, instead of "Engi-controlled Sector"
 
Do you need the cube ship to unlock it or just an Engi on the crew? And how is it unlocked? Is it a random event or quest?

Just requires an engi crew member. Random event in the Engi Core Worlds that spawns a more involved quest (with good rewards besides the unlock). Think it may also help with the final event, though I haven't made it to the last stand more than once to compare.
 
man, I had a great run in the engi ship. felt invincible up to the last boss who kicked my ass. I probably would've won if I had swapped in a missile launcher but it was my first time so I didnt know what a pain in the ass his shields would be
 
Stealth ship is a lot of fun though it can definitely be rough going early on. Made it to the last fight very well equipped but ultimately screwed as I only had one missile launcher and no ion weapons. A single defense drone made the second phase of the last stand invincible. Adv. FTL drive and stealth weapons (with stealth of course) are very handy upgrades.
 
I kind of wish I could set the game to pause or not when I alt-tab...

I am not sure if you have fixed this but there is an option called "Window Focus Auto-Pause" that does exactly that.

I am really enjoying this game.
Unlocking new ships really introduces the player to totally different ways to play.
 
You must be getting the luckiest drops because that engi ship is a bitch and a half before you get a decent beam weapon or something

I find that the first couple of sectors are really easy (but slow) with just the ion beams and drone you start with. i never really have any trouble outside of missiles. a defense drone helps a ton with that. since enemies in the beginning dont have much shields you can usually disable their missile launcher with your ion anyway

also, the drone recovery arm is awesome
 
I find that the first couple of sectors are really easy (but slow) with just the ion beams and drone you start with. i never really have any trouble outside of missiles. a defense drone helps a ton with that. since enemies in the beginning dont have much shields you can usually disable their missile launcher with your ion anyway

also, the drone recovery arm is awesome

Same here. It's actually easier than the base ship. With an engi ship you can pretty much coast through the first few sectors. By the time you hit enemies with level 2/3 shields you should've been able to get better weapons... hopefully for free. You also want to make sure to pick up non-Engi crew members for when you get boarded.
 
New Build

http://www.ftlgame.com/forum/viewtopic.php?f=4&t=577
Changelog v. 0.12.6.6

Features:
-Two more dynamic music tracks from Mr. Ben Prunty!
-New Slug sectors and events
-New unlockable player ship
-Crewmember skill popout when hovering the mouse of their portrait
-These weapons/drones will now be available to the player, though RARE:
-Glaive Beam (incredibly powerful beam weapon)
-Bio-beam (beam that focuses on killing crew)
-Anti-Ship Drone Mk II
-Boarder Drone

Tuning:
-Cloaking: +60% to base evasion while cloaked, no longer free 100% dodge
-Crew skills now have two stages of mastery
-Events warn the player if buying a crewmember will make them over capacity
-New crewmember is clearly marked when being forced to dismiss crew
-AI should no longer send Engi/Zoltans as boarding parties unless no one else is available
-Zoltans have slightly more health
-AI will give more priority to O2 system repairs when low on oxygen.
-The Boss has been tuned with slightly different timings, strengths, etc.
-Close button on Sector Screen
-Better rewards for capturing a slaver ship alive
-More blue choices for Long-Ranged Sensors
-Lowered enemy missile counts
-Gave mantis some engi crew
-Breach missile cooldown increased
-Tweaked skill leveling requirements


Bug Fixes:
-Crash Fix: Switching out weapons after combat could still cause crashes
-Crash Fix: Teleporting back from the boss could sometimes result in a crash
-Crash Fix: Extremely rare boarding movement based crash
-Possible fix to some rendering / flickering issues
-Boss won't run away at 4 health anymore
-Drones should properly heal in the drone room if damaged
-Anti-Personnel drone will not 'lock onto' full rooms and stay stuck... and he won't move when not powered
-Blast doors were not functioning correctly, their initial health was still too low
-Boss spawning has been fixed, it will always start in the proper position
-Fixed: Super shields (on the Boss) would not block beams if shields were down
-Waiting when out of fuel now functions in the final sector
-Fixed: Doors would sometimes get stuck and stay open when drones deactivated
-Fixed: Teleporter would cease functioning if enemy ship was destroyed (or escaped) mid-teleport
-Fixed: Teleporter command would be removed by weapon activation
-Crew Roster will correctly clear if you die while crew on boarding the enemy
-Survivor/Madman will always be a male
-Door art will reflect the correct level of doors
-Text line length reduced to keep text in the event box
-Smaller cap on shortened crew names to keep them in their boxes
-The Osprey's engine animation works
-Boss Drones will power down after boss destruction (instead of continuing to fight)
-Fixed: Crew skill bars in stores could be infinitely long
-Fixed: Double close required when dismissing excess cremembers
-Fixed: Tutorial UI overlaps and Tutorial freeze state if you kill all the crew of the pirate
-More event typos, etc.

Lot of nice new features and some interesting balance choices. Big nerf to stealth.
 
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