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Author Topic: FTL - Faster than light - spaceship crew management and roguelike.  (Read 374031 times)

Mongol13524

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #1005 on: September 24, 2012, 12:24:36 pm »

Why does everybody treat spoilers so lightly? It would of been twenty times more fun to discover that
Spoiler (click to show/hide)
and that
Spoiler (click to show/hide)
by myself.

We should protect people who haven't been corrupted by the carelessness of others yet.
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Oliolli

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #1006 on: September 24, 2012, 12:29:06 pm »

Does anyone else purposfully disable the enemies telporter shortly before the boarders are spaced, so the buggers die a horrible, oxygen deprived death? Or do you let them teleport back, so they experience that moment of relief, right before their ship goes up in flames. I'm not sure which is more sattisfying now...

I wait for them to tele back, then launch a missile into their medbay. Oh, you made it safely back to your ship and even into the medbay? TOO BAD! The medbay was just filled with a massive ball of flame!
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lemon10

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #1007 on: September 24, 2012, 12:30:01 pm »

I thought about putting it in a spoiler, but as it has probably been said like 10 times over the course of this thread already, I didn't think that it would actually help and stop people from getting spoiled.
EDIT: Meh, I guess ill retroactively spoiler it now, not sure how helpful that will end up being though.
« Last Edit: September 24, 2012, 12:34:54 pm by lemon10 »
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And with a mighty leap, the evil Conservative flies through the window, escaping our heroes once again!
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Thexor

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #1008 on: September 24, 2012, 12:42:16 pm »

Does anyone else purposfully disable the enemies telporter shortly before the boarders are spaced, so the buggers die a horrible, oxygen deprived death? Or do you let them teleport back, so they experience that moment of relief, right before their ship goes up in flames. I'm not sure which is more sattisfying now...

I try to shut down their teleport (or, alternately, cloak - they can't teleport back if your ship is cloaked!). This is because I usually go for boarding kills - every Mantis I kill on my ship is a Mantis I don't have to kill on their ship.  :)
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timferius

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #1009 on: September 24, 2012, 12:45:59 pm »

Does anyone else purposfully disable the enemies telporter shortly before the boarders are spaced, so the buggers die a horrible, oxygen deprived death? Or do you let them teleport back, so they experience that moment of relief, right before their ship goes up in flames. I'm not sure which is more sattisfying now...

I wait for them to tele back, then launch a missile into their medbay. Oh, you made it safely back to your ship and even into the medbay? TOO BAD! The medbay was just filled with a massive ball of flame!

Ah, I like this.
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Nadaka

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #1010 on: September 24, 2012, 01:01:30 pm »

I never actually tried to space the invaders. I always just tend to dog pile them in melee.
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Haspen

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #1011 on: September 24, 2012, 01:09:55 pm »

I just pile my guys in Medbay, vent everything (except Medbay) and then wait for enemies to come to Medbay so we can fight.

Most of the time they lose up to half of health cuz of marching through oxygen-less rooms :P
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10ebbor10

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #1012 on: September 24, 2012, 01:10:43 pm »

I never actually tried to space the invaders. I always just tend to dog pile them in melee.
Spacing invaders is extremely usefull, since they will stop their sabotage immediatly and try to move to a room where there's still air.
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timferius

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #1013 on: September 24, 2012, 01:11:52 pm »

I never actually tried to space the invaders. I always just tend to dog pile them in melee.
Spacing invaders is extremely usefull, since they will stop their sabotage immediatly and try to move to a room where there's still air.

The only problem I've had with it is when a shot takes out the door controls, or O2, or both...
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Neonivek

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #1014 on: September 24, 2012, 01:13:35 pm »

Why does everybody treat spoilers so lightly?

Is this game a roguelike? Roguelikes tend to be based entirely around spoilers.
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10ebbor10

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #1015 on: September 24, 2012, 01:16:45 pm »

Why does everybody treat spoilers so lightly?

Is this game a roguelike? Roguelikes tend to be based entirely around spoilers.
It kinda is, but not quite. Events and their solutions are much worse spoiler, I think.
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lemon10

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #1016 on: September 24, 2012, 01:18:39 pm »

I never actually tried to space the invaders. I always just tend to dog pile them in melee.
Venting softens them up quite a bit, and if you only have a few crew members or weak members then it turns it from "OH GOD THEY ARE BREAKING EVERYTHING"-> "Easy".
Yeah, there can be some (rather nasty) problems if door controls or oxygen is broken, but it is near necessary sometimes.
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And with a mighty leap, the evil Conservative flies through the window, escaping our heroes once again!
Because the solution to not being able to control your dakka is MOAR DAKKA.

That's it. We've finally crossed over and become the nation of Da Orky Boyz.

Levi

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #1017 on: September 24, 2012, 01:32:44 pm »

Hrm.  I'm starting to think engines are more important than shields.  I had an otherwise great ship, with lots of decent weapons, shields, and even a Mk2 defense drone and I got whupped by the final sector.  I've beaten that sector with much weaker ships before, and the only thing I can think of I did differently was I didn't put many points into engines this time.  Either that or I just got really unlucky.   :P
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Mephansteras

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #1018 on: September 24, 2012, 01:35:04 pm »

It's a bit of a toss-up. Shields can turn some potentially nasty fights into pathetically easy fights where you basically can't lose and often never even take damage. On the other hand, all the shields in the world won't help you against a ship with lots of missiles or bombs.

A good mix of both seems to work best for me.
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GlyphGryph

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #1019 on: September 24, 2012, 01:35:58 pm »

I've found that if you DO skip engines, a defense drone or two is invaluable.
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