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Author Topic: FTL - Faster than light - spaceship crew management and roguelike.  (Read 376587 times)

Solymr

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #3435 on: May 02, 2014, 03:40:52 pm »

It's still nice to see something shooting at the enemies instead.
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mosshadow

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #3436 on: May 02, 2014, 04:01:29 pm »

Dang how do I install mods with slipstream on AE? Im trying to put in the build your own ship mod

its saying "assertion failed"
« Last Edit: May 02, 2014, 04:04:52 pm by mosshadow »
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jaxy15

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #3437 on: May 02, 2014, 04:12:14 pm »

Dang how do I install mods with slipstream on AE? Im trying to put in the build your own ship mod

its saying "assertion failed"
How exactly are you doing it?
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GreatJustice

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #3438 on: May 02, 2014, 05:03:49 pm »

GREAT JUSTICE SCREENSHOTS

GLORIOUS FREEDOM ALLIANCE OF VULCAN AND GLAIVE CRUSH PUNY REBEL FLAGSHIP LIKE BUTTER

Spoiler: FOR GREAT JUSTICE (click to show/hide)


(Tbh I should have kept the burst lasers, Glaive isn't that good against the flagship when you need to disable certain systems (missiles and drones, mainly. Vulcan can only pound one system into the ground at a time.) really quickly. Glaive really shines against normal grunts, though.)

Thanks for the screenshots :)
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Keldane

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #3439 on: May 02, 2014, 06:36:16 pm »

Dang how do I install mods with slipstream on AE? Im trying to put in the build your own ship mod

its saying "assertion failed"

First, make sure you have a clean install of the game.
Then, make sure the BYOS mod's .ftl file is in Slipstream's mods folder. You shouldn't have to unzip/unpack anything to use it.
When you run Slipstream, just check the mods you want, then hit Patch. I'd recommend using the BYOS mod on its own, at least to start with. You could use the Captain's Edition compatible one later if you find you like it.
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Arcvasti

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #3440 on: May 02, 2014, 07:28:56 pm »

Finally got all the Engi Cruiser achievements. I've beaten the Flagship with types A, B and C on Normal with AE on. Plus I finally got the "4 systems ioned at once" achievement. Turns out that an Ion Blast II, a Chain Ion, 2 Automated Reloaders and a gold weapon crew is easily capable of doing that. I just never tried that hard before. This has caused me to feel an alarming sense of satisfaction.
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EnigmaticHat

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #3441 on: May 02, 2014, 07:58:38 pm »

Sooo... why do people run with the airlocks open?  They drain instantly the moment you open them, but they don't restore instantly when you close them.  You might need that room for letting air into another room or hiding crew from boarders or something.
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Keldane

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #3442 on: May 02, 2014, 09:12:23 pm »

Sooo... why do people run with the airlocks open?  They drain instantly the moment you open them, but they don't restore instantly when you close them.  You might need that room for letting air into another room or hiding crew from boarders or something.

I'll add a C) to greatorder's list: You're keeping your entire ship vented except for the few rooms in use. When I was starting out, that was my pre-emptive method of dealing with fire and boarders.
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Lightningfalcon

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #3443 on: May 02, 2014, 09:14:30 pm »

Sooo... why do people run with the airlocks open?  They drain instantly the moment you open them, but they don't restore instantly when you close them.  You might need that room for letting air into another room or hiding crew from boarders or something.
I tend to only run with my airlocks open under two circumstances:
A) All-lanius crew
B) I forgot they were open.
I don't normally run with just them open.  In the later sectors I will run with a good bit of my ship depressurized, because it does take a while for the O2 to drain.  Normally I will have my life support system upgrade at least once, so worst comes to worst it won't take long to refill it.   
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sambojin

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #3444 on: May 03, 2014, 06:16:38 pm »

I've never been sure about it myself. Does the AI go for aired sections more often than vented sections with it's boarders? I've never noticed a difference in their patterns. I tend to keep the ship all closed up except the airlock sections, because it's one less room to vent while still offering good oxygen security. If I wanted to go all micro-managey I'd ideally run my ship at about 60-70% oxygen by switching the system off at the end of each encounter while repairing/med-baying, but I usually can't be bothered.

Boarders aren't a problem anyway, but oxygen venting tips the odds in your favour a ridiculous amount. It's the whole inverse squared numbers game in action (with a few caveats). Actually, do many people hold off on using their boarders if the enemy has a teleporter? I tend to, because unless there's a massive boarding assault, it takes almost exactly the same amount of time to kill their guys on my ship as it does to charge my weapons. I also heavily favour med-bays over cloning. Thoughts?
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Leafsnail

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #3445 on: May 03, 2014, 06:20:14 pm »

I think the player is probably using unique technology that allows weapons and boarders to be aimed at specific parts of ships.  I mean, it can't be easy to target individual rooms.
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Arcvasti

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #3446 on: May 03, 2014, 06:22:38 pm »

Medbay > Cloning Bay in pretty much all situations. Unless you have Reconstructive Teleport and are a boarding ship, in which case Cloning Bay is WAY better. Medbay makes it almost impossible for enemy boarders to kill your ship while its powered, lets you keep your entire crew at top health all the time and doesn't leech skill when it does its effects. Cloning Bay, by contrast, has the benefit of letting you go through events which kill crew members and sometimes saves the life of a skilled crew member. Medbay is WAY more useful in pretty much all ways. But you can have the best of both worlds with Reconstructive Teleport.

I usually just keep my boarders on my ship while they board. After all, they're doing me the favour of sending me their crew to kill. It would be rude not to oblige them.
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Leafsnail

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #3447 on: May 03, 2014, 06:24:55 pm »

The clone bay is pretty good for boarding strategies in general.  If your boarders are low on health at the end of a fight you can just asphixiate them to get fresh ones (the minor drop in fighting ability doesn't matter too much, and it means you'll smash your high-score for skill masteries too).
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RedWarrior0

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #3448 on: May 03, 2014, 06:27:39 pm »

Medbay > Cloning Bay in pretty much all situations. Unless you have Reconstructive Teleport and are a boarding ship, in which case Cloning Bay is WAY better. Medbay makes it almost impossible for enemy boarders to kill your ship while its powered, lets you keep your entire crew at top health all the time and doesn't leech skill when it does its effects. Cloning Bay, by contrast, has the benefit of letting you go through events which kill crew members and sometimes saves the life of a skilled crew member. Medbay is WAY more useful in pretty much all ways. But you can have the best of both worlds with Reconstructive Teleport.

I usually just keep my boarders on my ship while they board. After all, they're doing me the favour of sending me their crew to kill. It would be rude not to oblige them.
Unless you have L3 manned doors. An unskilled non-mantis crew cannot break one down before suffocating. I'm not sure how high you can go on that, and would need to do some testing to determine how much it takes to break through a L4 door.
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sambojin

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #3449 on: May 03, 2014, 06:50:07 pm »

Yeah, there's a lot of variables to consider on the clone vs medbay issue, but if you have a 2 person teleporter I've found medbays to almost always be better. Skilled mantis/rocks/lanius at full health beat most ships easily, plus it frees up a power bar until you need it. So "on average" it's better, but not always.

Lvl 3 manned doors are the bomb though. If it's a two entrance room I'd almost say it takes an infinite amount of time for them to break through (or longer than asphixiation time in any case) because you can keep popping crew members in for a few seconds to disrupt/damage them.
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