FTL: Federation Command
As more and more reports of Rebel victories flood the Hanger that your ship is in, a feeling of dread engulfed me. Nearby, the Rebel Fleet had just achieved a crushing victory against the Federation's 4th Fleet. I wonder how they did it? The 4th Fleet was the most powerful fleet ever constructed! I had heard that federation intelligence suspected that the Rebels had a secret weapon, but nobody knew exactly what it was.
A few hours later, a severely damaged Federation Cruiser came out of a jump right next to the hanger, the hanger's tug ships quickly bring it in, and the one surviving crew member stumbled out of the airlock. He was quickly taken to the hanger's medical bay and I saw some officers going in with him.
No more than 30 minutes later, I was summoned into the commander's office. Once inside, he put some files on his desk and said. "You are our last hope. You are the only Federation pilot on this station and I need this information to get to the last Federation Fleet if the Federation is to survive." I inquired about the details in the files, but he says that I am not to know, or open the files until I reach the fleet.
"Now go!"he says. "get out of here as fast as you can and get this information to the Federation Command. I have informed them and they will help you along the way, but you cannot disclose these files to them. Only deliver it personally to admiral Tully. Best of luck." I quickly ran back to my tiny ship and wondered how I was supposed to outrun the Rebel Fleet in a trading ship. Right before I was about to take off, and engineer ran up to me and said, “Wait! The commander had us retrofit his cruiser for your use! It is much more suited for your task...mission... whatever it is. He also ordered some engineers to help you run this ship.”
I examine the new ship and feel a sense of hope. Perhaps I can succeed after all!
This is a playthrough of FTL Advanced Edition where the Federation Command (you guys) will make several decisions for me. These decisions include:
-Which ship to pick
-What to buy at shops
-and which sector to jump to next
Each update will see me play until I reach a shop, or until I reach the "exit" beacon and decide to move on. I am playing with a few more rules for role-playing purposes and to make the game more interesting.
Rules for myself:1. At the start, one crew member will be named origamiscience. He is the only one allowed to man the pilot subsystem.
2. If Origamiscience dies, the game is over. Dying and being cloned does not count, the game will go on. (The exception is if I run into the nano virus event)
3. I may only upgrade systems at shops and with the Federation Command's permission. (The exception is if I get an event offering to upgrade systems. That is fine)
4. Normal mode.
Rules for you guys: 1.If you want to have a crewmember named after yourself, post: Request crew member: [name]
2. For Federation Command decisions, check to see if someone has already recommended your decision. In that case, +1 the quote.
3. Do logical things. Don't purposefully make me fail.
4. I am sure more rules will come.
Available Characters:[none]
Character Request Queue:BFEL the Slug (slug)
Without further ado, Which ship shall I start out with? I have all of them unlocked.
Choose a ship
Updates:IntroductionSector 1, Part 1Sector 1, Part 2Sector 2, part 1Sector 2, part 2Sector 2, part 3Sector 3, part 1