electricpirate
Member
I like repeatedly sending fire bombs to the medbay.
Followed by rockmen?
I like repeatedly sending fire bombs to the medbay.
I like repeatedly sending fire bombs to the medbay.
I've got 50 hours into this game and disagree strongly with the complaints of luck and randomness. I can get to the last boss in normal most of the time now and luck and randomness don't have much to do with it, since it's not hard to mitigate the various "gambles" through purely qualitative risk/benefit analysis and always developing my ship with a strong foundation such that I can turn on the dime if I get some crazy weapon drop combo like the Major Lazer (burst laser mk. 3) with a Halberd or Glaive beam, Ion Bombs, a pair of Ion 2s, etc.
People slamming random event choices hoping for the best of many outcomes in situations where they can't afford the risk or where the expected value is too low are making mistakes, not losing to "randomness".
Agreed. People commonly have a hard time managing risk vs. reward in games. This is why Civ games lie about the odds of winning a battle (or at least, CivRev did). The question you need to ask yourself is: "Is it worth losing X to potentially get Y?" In most cases, if you're in a good position, the answer is no. The more desperate you are, the more the answer leans toward yes.People slamming random event choices hoping for the best of many outcomes in situations where they can't afford the risk or where the expected value is too low are making mistakes, not losing to "randomness".
If they allowed this, you would just see a reduction in scrap rewarded to balance it out.I wish this game would let me sell missiles/drone parts. When I'm using ships that don't use those resources, I just hate it when I'm 2 credits short at a store and full of expendable items I don't need, damnit!
I've got 50 hours into this game and disagree strongly with the complaints of luck and randomness. I can get to the last boss in normal most of the time now and luck and randomness don't have much to do with it, since it's not hard to mitigate the various "gambles" through purely qualitative risk/benefit analysis and always developing my ship with a strong foundation such that I can turn on the dime if I get some crazy weapon drop combo like the Major Lazer (burst laser mk. 3) with a Halberd or Glaive beam, Ion Bombs, a pair of Ion 2s, etc.
People slamming random event choices hoping for the best of many outcomes in situations where they can't afford the risk or where the expected value is too low are making mistakes, not losing to "randomness".
Beyond that, people tend to stay stuck in fairly rigid play styles and they hope that the RNG can give them the right stuff to make it to the end.
Would have been well over 1000 if I had been trying to save earlier.
I definitely try to hit every node I can within reason. If I'm in a fragile ship I play it a little safer. With the Shivan I was overrun by rebels for at least 5 node.Ok, so to those who don't usually have a problem usually getting to the final sector.
People slamming random event choices hoping for the best of many outcomes in situations where they can't afford the risk or where the expected value is too low are making mistakes, not losing to "randomness".
Ok, so to those who don't usually have a problem usually getting to the final sector.
Is the general strategy to hit as many nodes as possible, in the first two sectors anyway hoard scrap and play conservatively (don't go chasing giant spiders or helping plague planets god damn) and then spend your scrap and base your offense on what your situation is in the third or fourth? Meaning A good crew means you should have a teleporter, a bunch of powerful drone schematics mean you should go droid heavy, laser/ion spam if you have the opportunity to get good burst lasers etc?
I think I've got Defense figured out. High evade protects against EVERYTHING so engines are better than than shields. The cost of Level 4 shields both in terms of scrap and power doesn't seem worth it. I think my issue is that I spend my scrap on defense right away in the early sectors and while that makes the early going a cakewalk it leaves me without scrap to spend at stores and I don't have the offense to actually get through three layers of shields reliably which is murder by the mid game let alone the end game
Ok, so to those who don't usually have a problem usually getting to the final sector.
Is the general strategy to hit as many nodes as possible, in the first two sectors anyway hoard scrap and play conservatively (don't go chasing giant spiders or helping plague planets god damn) and then spend your scrap and base your offense on what your situation is in the third or fourth? Meaning A good crew means you should have a teleporter, a bunch of powerful drone schematics mean you should go droid heavy, laser/ion spam if you have the opportunity to get good burst lasers etc?
I think I've got Defense figured out. High evade protects against EVERYTHING so engines are better than than shields. The cost of Level 4 shields both in terms of scrap and power doesn't seem worth it. I think my issue is that I spend my scrap on defense right away in the early sectors and while that makes the early going a cakewalk it leaves me without scrap to spend at stores and I don't have the offense to actually get through three layers of shields reliably which is murder by the mid game let alone the end game
Guess I missed a tooltip about nebulas slowing down the rebel fleet. I tended to avoid them if I could, guess I won't anymore!
Doesn't work in nebula sectors but works in others.
Doesn't work in nebula sectors but works in others.
Even in the final sector? Never had that happen before. It's a better shot than sending my away team to their doom or flat out restarting, though. >_>Well, you could try your luck and just fly around a few nodes in the hope of getting a random store (sometimes those pop up as event rewards or just normally without being marked).
Yes.What happens if I jump away? I just lose a turn with the time limit? Does the flagship regen? ]
My own demotivator. (My Rock B stats.)Here's some motivation:
http://kdr_11k.from-hell.net/2012-09-25_00001.jpg (Unknown B)
Needs a gun to deal with Zoltan or AI ships (outside of asteroid fields at least) but guns are easy to come by.
I didn't even know the ship can go full AI in the first/second form, I never managed to kill everyone on board.Yes.
Yes.
You could also fight one of the smaller ships to pick up a few missiles. It would still take a few lucky breaks to win. Also, you probably know, but when fighting the first form it's a lot easier to let the 3 burst laser guy to the left of the cockpit live. That laser rarely hits and keeping him alive prevents the ship from going full AI. Full AI ships can repair their own systems in combat.
My own demotivator. (My Rock B stats.)
Well, there's already a post-release update in beta (and maybe actually released?) that fixes a few bugs and adds a frame limiter, so they don't seem to have given up. Whether actual content will be added, I don't know.
Well, for a small two-person team, it's always tough. Do you invest your time and effort into updating an already successful game post-release? Or is your time better spent on your next idea, the next project?I'm afraid the developers won't update FTL beyond release, they made some murky statements on the forums which make me think they have moved on.
Meanwhile I have a resolution issue in Mac OS where my screen isn't centered, and that causes input glitches. (Retina)
I also want to see Steam Cloud support and Steam Achievements, they have addressed these last two issues and said they encountered issues and "weren't sure they will have time to fix it post release" (paraphrased as I'm on my phone)
Will the success of FTL change their mind?
I didn't even know the ship can go full AI in the first/second form, I never managed to kill everyone on board.
I went around and defeated two rebel ships but didn't get any missiles. By the time I went around and defeated a third which had 4 missiles, the flagship was in range of the base.
So close! New highscore, though.
Well, for a small two-person team, it's always tough. Do you invest your time and effort into updating an already successful game post-release? Or is your time better spent on your next idea, the next project?
As someone who bought FTL, I'd obviously love it if they keep working on it and do some more balancing as well as adding new stuff like more events or another mode... but realistically speaking, the game is finished, it's polished (as in, I've encountered basically no bugs or glitches) and "complete", so I totally won't begrudge those two for moving on to their next project instead.
That's taking the new version that's in beta into account.
That's a good strategy, could've worked if I used the mantis in that corridor because he deals more damage.So I see it's already over, but what you could have done is send the two rockmen into the cockpit, let them hit the guys there.
They will then retreat to medbay when they are lowHP.
In the meantime teleport ANOTHER batch of your crew into the corridor right before or INTO the medbay. Maybe you could have gotten a kill on the LowHP crew walking through that corridor...
Thanks for alerting me to that game, looks awesome. PC version coming to Steam, good stuff.For anyone following both games, how does this compare to Star Command, which is supposed to come out next month? From the previews, they sound like different takes on the same exact ideas.
I didn't even know the ship can go full AI in the first/second form, I never managed to kill everyone on board.
I went around and defeated two rebel ships but didn't get any missiles. By the time I went around and defeated a third which had 4 missiles, the flagship was in range of the base.
So close! New highscore, though.
Seriously.If they're not going to add content post-release, then they really need to release the source code or something when they're done with the game. Modders could have an absolute field day adding new stuff to this.
I'm afraid the developers won't update FTL beyond release, they made some murky statements on the forums which make me think they have moved on.
I also want to see Steam Cloud support and Steam Achievements, they have addressed these last two issues and said they encountered issues and "weren't sure they will have time to fix it post release" (paraphrased as I'm on my phone)
Will the success of FTL change their mind?
Can someone please quote the comment in question by the devs regarding the"non update" issue? I read a different statement like 2 weeks ago, so I am curious.
Game updated for me at lunch - seems it's this patch http://www.ftlgame.com/forum/viewtopic.php?f=9&t=2707.
Fullscreen - Stretch fits my 11'' Macbook Air correctly now
I need to stop saying "I'll play for 30 minutes before bed" Then it was 2:00 AM again
I'm a zombie today.
On the plus side, I finally have the stealth ship, and I notched another normal victory . I would have unlocked Zoltan form B if I'd hadn't had two zoltans die in a single missile shot . Saw the rock homeworld, but I couldn't find the rockman ship mission.
The delay for numerical choices on dialogue is an underrated improvement. I've accidentally clicked through dialogue on several occasions and am rather lucky it hasn't cost me crew yet.
Wait, what. Again, please. Not all choices pop up immediately? Did I understand that correctly? Every choice or only blue choices, and... wha...
Or do you mean there is simply a small delay between them showing up every time?
The first thing I mentioned would be REALLY mean. Like blue options that only appear after 5 seconds of waiting,lol.
In particular it's the choices that pop up mid-battle such as when a ship surrenders.Wait, what. Again, please. Not all choices pop up immediately? Did I understand that correctly? Every choice or only blue choices, and... wha...
Or do you mean there is simply a small delay between them showing up every time?
The first thing I mentioned would be REALLY mean. Like blue options that only appear after 5 seconds of waiting,lol.