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Author Topic: FTL - Faster than light - spaceship crew management and roguelike.  (Read 373990 times)

Darvi

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #1110 on: September 25, 2012, 03:09:52 pm »

Nothing is certain but death and mantis boarding groups.
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Haspen

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #1111 on: September 25, 2012, 03:12:30 pm »

Nothing is certain but death and mantis boarding groups.

Never lost to anything when using careful venting and group fighting in Medbay.
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Sirus

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #1112 on: September 25, 2012, 03:12:38 pm »

Anyone have a good strategy for the Federation Cruiser? I always get a great start and then get curbstomped around Sector 5. Not sure why it's so much harder than the Kestrel. I've tried upgrading Shields a lot, Engines a lot, the Artillery Cannon, regular weapons...nothing seems to work for me and I can't really tell why.

Hmm. I usually die to robot ships in Ion Storms. Maybe I just need to invest a bit in Excess energy so I can get past those.
I beat the game with the Fed Cruiser without investing a single point into weapons. Focus on  maximizing your defensive potential; you already have a weapon that will deal guaranteed damage, you just need to survive long enough to use it. If you can find one and spare the scrap for upgrading the proper systems, a Defense II drone will be a godsend.
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Jim Groovester

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #1113 on: September 25, 2012, 03:17:22 pm »

Spend some money into getting a Drone System and a Defense Drone I and get to upgrading your shields as soon as you can. With that you should be pretty durable, and then you can just let the Artillery Beam do work for you.

If you have done that, then you're just having a lot of bad luck.

Ninja'd by Sirus but whatever.
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Mephansteras

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #1114 on: September 25, 2012, 03:26:29 pm »

Ah, ok. Yeah, lack of Drone Systems is probably it. I never seem to find them for sale when I actually have enough scrap to afford them.

I'll have to try out a drone heavy build next time, assuming I can save up for it.
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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #1115 on: September 25, 2012, 03:28:38 pm »

I've played it for over 40 hours now. 25 cents an hour aint bad.
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ChairmanPoo

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #1116 on: September 25, 2012, 03:32:04 pm »

I think it's a decent price. It's a great game and it's only real flaw is the lastability. I think I would very much like to see a sequel to this that adds more depth however and perhaps elevate it beyond the current "random encounter" mechanic. A FTL and SPAZ (FTLSPAZ) mash-up would make for a wonderful game.

That's precisedly why I think it's not really worth 9 bucks. The game gets too repetitive fast (faster than regular roguelikes, IMO). I might change my mind if they add more content to it in the next few months, of course. Right now the "Random encounter! fight!" routine tends to make me bory inside each playthrough. I like the game concept, but I think it needs more diversity of options.

As reference: I think that SPAZ provides more content for the same price (less if you get it through the Bundle)
 

What price would you think would be fair? Like Mephansteras, I've logged over 36 hours, and feel that my money was well spent - it's a much better cost/time ratio then you'll get with virtually any AAA title.


About half it's current price, methinks. It's still a decent ammount of money, but closer to the playability value it has now.

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edit: System reqs:
Processor: 2 GHz
RAM: 1 GB
Hard drive space: 175 MB
Video: OpenGL 2.0, minimum resolution of 1280×720, dedicated card recommended

That doesn't seem unreasonable for any computer made in the last decade or so.
I, eh, kind of expect more modest requirements from the kind of game it is right now :p

As for: "any computer made in the last decade" Of course it works on my desktop, but the processor requirements make me doubt it will run in my netbook. Which makes me sad.
« Last Edit: September 25, 2012, 03:33:52 pm by ChairmanPoo »
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GlyphGryph

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #1117 on: September 25, 2012, 03:35:42 pm »

I've been thinking - imagine how much difficult this game would be if it was exactly as it is now, but the enemy actually played intelligently. Launching their weapons in volleys or slightly delayed instead of one at a time as they come, aiming their weapons at crucial systems, optimizing their beam paths, cloaking specifically to avoid damage, taking out the medbay when the boarders push you back.

It would certainly be... intense. Right now, victory is only as easy as it is because the AI is stupid.


Chairman Poo:
I'm sorry, I just can't agree. It's ten dollars. It's less than the price of a halfway decent meal. It's less than the price of a music cd. It's two pints at the pub. It's certainly worth more than a McDonalds meal, which is the $5 price point. If you're not willing to spend $10 on the game, fine, maybe it's not worth that much too you, but don't act is if the price is high for what you get. It just makes you sound like a cheapskate.
« Last Edit: September 25, 2012, 03:37:40 pm by GlyphGryph »
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EuchreJack

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #1118 on: September 25, 2012, 03:40:50 pm »

Nothing is certain but death and mantis boarding groups.

Never lost to anything when using careful venting and group fighting in Medbay.

Yeah, but while you're group fighting, nobody is manning the systems and putting out fires.  I've lost plenty of times during boarding, although never when I had decent hull points.

GlyphGryph

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #1119 on: September 25, 2012, 03:41:25 pm »

There are no fires when you're venting, that's just silly!
« Last Edit: September 25, 2012, 04:26:39 pm by GlyphGryph »
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Nadaka

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #1120 on: September 25, 2012, 03:41:45 pm »

I got way more value value per dollar out of 8.99 worth of FTL than I got out of 59.99+tax of diablo 3.
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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #1121 on: September 25, 2012, 03:53:36 pm »

Today I learned that Diablo 3 and FTL were relatable and comparable.
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Akhier the Dragon hearted

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #1122 on: September 25, 2012, 03:56:05 pm »

   It gets repetitive yes but it doesn't lose its fun. If being repetitive was a fun killer then I don't know how Tetris and PacMan ever made it big.
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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #1123 on: September 25, 2012, 03:58:45 pm »

Today I learned that Diablo 3 and FTL were relatable and comparable.

of course they are. But it should be noted that FTL has probably 10 to 15 times the fun per dollar as diablo 3.
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ChairmanPoo

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #1124 on: September 25, 2012, 04:02:03 pm »

Quote
I'm sorry, I just can't agree. It's ten dollars. It's less than the price of a halfway decent meal. It's less than the price of a music cd. It's two pints at the pub. It's certainly worth more than a McDonalds meal, which is the $5 price point. If you're not willing to spend $10 on the game, fine, maybe it's not worth that much too you, but don't act is if the price is high for what you get. It just makes you sound like a cheapskate.
Is there any particular reason you got personal? Maybe I just have a different concept of money than you do. I make about 900 net € each month, which go almost wholly into rent, light, water, and food.  Anything I earn beyond that costs me a night of misery. So yes, I tend to watch my extra expenses, and ten bucks is about on the upper limit that I might casually spend on a game. And I'm kind of dissatisfied with what I got from the money, considering that in the past simmilar indie-investments have yielded superior games (eg: Atom Zombie Smasher, SPAZ.). I don't overly regret it, because its whithin my margins, and I do like the concept -I'm kind of hoping that the developer will try to iron at least some of the wrinkles out, and I like supporting original ideas, even if at times the execution is kind of disappointing- but I honestly don't think I got my money's worth. If that makes me a cheapskate, so be it.

By the way, one last note: the gross ammount it costs has no bearing on whether you feel you got your money's worth or not. A disappointing one-dollar purchases is still a disappointing one-dollar purchase. It does have bearing on the subsequent annoyance, however. I'm mildly annoyed by the difference between what I got and what I expected (for reference: I purchased this game because I got SPAZ from the Bundle and enjoyed it).

   It gets repetitive yes but it doesn't lose its fun. If being repetitive was a fun killer then I don't know how Tetris and PacMan ever made it big.
Perhaps I should specify that it gets repetitive in a bad way, to me. It's just that the avaiable actions are too limited, and it tends to get me bored fast.
« Last Edit: September 25, 2012, 04:14:22 pm by ChairmanPoo »
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