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Author Topic: FTL - Faster than light - spaceship crew management and roguelike.  (Read 374266 times)

debvon

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #435 on: September 16, 2012, 08:57:10 pm »

I love playing the Red-Tail as a hit and run, boarding/cloak/disabler. If you can get your hands on a breach bomb or ion bomb, it's so perfect.
I took down the flagship and only took a couple points of hull damage, mainly due to their breach drone. I simply sent in my boarding squad to deal with all of the weapon systems.. then the rest of the crew in phase 1. Used breach bombs whenever the suckers went to heal up. Then I remembered the Untrustworthy AI achievement and teleported my entire crew onto the flagship before blowing it up! This game is awesome.
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PrimusRibbus

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #436 on: September 16, 2012, 09:08:43 pm »

Finally got around to trying this.  I'm really impressed, I didn't think I'd like the way the game was set up, I was hoping for something more open-ended but they pulled it off.

That was exactly my train of thought. FTL sounded stale and linear when I saw it on Steam, but a friend convinced me to buy the game anyway and I'm loving it.

I just wish there was something like the Dungeons of Dredmor leaderboards. Those kept me and my friends playing for dozens of extra hours just to one up eachother.
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Gunner-Chan

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #437 on: September 16, 2012, 09:16:21 pm »

Then I remembered the Untrustworthy AI achievement and teleported my entire crew onto the flagship before blowing it up! This game is awesome.

You do realize you don't need to BLOW UP the enemy ship for that right? It says defeat, not explodificate in a suicidal manner.
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Ochita

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #438 on: September 16, 2012, 09:17:18 pm »

if only there was a fap-bay.

someone mod in happiness for crew members and add that!
Greatorder no.

Its time to stop with everything being centered around fap.

In other news, crew teleporter is surprisingly good. Being able to board ships is always fun.
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EuchreJack

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #439 on: September 16, 2012, 09:50:02 pm »

It's also easy to lose ships due to overeager boarding on the player's part.  At least that is my experience with it.

Bluerobin

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #440 on: September 16, 2012, 09:59:43 pm »

Well this is a lot more fun than I thought it would be. I mean, I've heard nothing but good things, but it's not really my type of game normally. Still trying to figure out how to actually do well so I'm only playing on Easy, but I got to the second to last sector before a random difficulty spike got me from "no fights are a challenge, they can't even get through my shields" to "oh god why can't I hurt them why do they hurt so much". I think I just need to specialize more so I can kill them bigger and faster.
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The moment the lever was pulled, somebody's pet kitten stepped onto the bridge. I read somewhere that if a cat falls more than 11 stories, it instinctively flares its legs out to increase air resistance. This slows it down enough to stick the landing with relatively minor injuries. In Dwarf Fortress, apparently, cats don't do that.

Whitefoxsniper

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #441 on: September 16, 2012, 10:07:09 pm »

Fire beams are fun! There have been times where I've actually let the enemy surrender to me because I wanted to see if they could put out the raging fires I've inflicted upon them. Their systems go down bit by bit until the ship randomly explodes. To bad you don't get the extra scrap for it though.
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werty892

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #442 on: September 16, 2012, 10:10:27 pm »

I'm holding out on buying this, this just seems like SPAZ (Space pirates and zombies) with a lot less content and playability. And SPAZ costs the same exact amount of money.

debvon

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #443 on: September 16, 2012, 10:20:25 pm »

Then I remembered the Untrustworthy AI achievement and teleported my entire crew onto the flagship before blowing it up! This game is awesome.

You do realize you don't need to BLOW UP the enemy ship for that right? It says defeat, not explodificate in a suicidal manner.

There's a reason you can't pull that off with the flagship, won't spoil it though.
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BuriBuriZaemon

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #444 on: September 16, 2012, 10:33:58 pm »

I suck as I was playing for hours but have only unlocked Engi ship. Farthest I have been was sector 7 on Normal mode. :(

But the game rocks!
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Euld

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #445 on: September 16, 2012, 10:51:40 pm »

Nearly killed the final boss this time, guess my drones weren't good enough.  Of course, a defensive drone would have helped alot.

Smitehappy

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #446 on: September 16, 2012, 11:09:03 pm »

Had an amazing run and unlocked the B layout all in the same go.

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Jack_Bread

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #447 on: September 17, 2012, 12:44:05 am »

Spoiler (click to show/hide)

Needless to say, I died.

RedWarrior0

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #448 on: September 17, 2012, 01:01:46 am »

Have made it to sector 8 four times, once dying horribly pretty quickly and three times taking the boss to the third stage.

Just finished first run in Red Tail. Doing fairly well, with mostly competent crew and a pair of Mantis that board the bridge (mostly because it only will fit two at a time, so my boarders aren't outnumbered) and wreak havoc.  Unfortunately, my latest foe was a Zoltan energy ship and I had one health left. I get through the pre-shield and warp my guys in on the weapon room, planning to bail them out the moment my Jump recharges. What happens? It goes like this: Jump recharges->Enemy launches missile->I activate teleporter to bring mantis guys back->mantis guys have almost disappeared from enemy weapon room when missile hits, ending it horribly.

Had it not been an energy ship, I might've had the weapons controls destroyed in time to kill everyone on board. Alas, some things are not meant to be.
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Trollheiming

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #449 on: September 17, 2012, 01:03:31 am »

Spoiler (click to show/hide)

Needless to say, I died.

You didn't want to go through the nebula? That slows the rebel advance and means that you can hit more stops. I always prefer nebulae.
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