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Author Topic: FTL - Faster than light - spaceship crew management and roguelike.  (Read 373553 times)

GlyphGryph

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #2115 on: January 22, 2013, 04:12:04 pm »

There's a few other ships I'll run as strike ships IF I get a lucky draw early on. The Stealth B is obviously almost always going to be a strike ship, of course, but it's not the only ship capable of it.

Investing in a cloak is a lot more expensive than a shield, but ALSO allows you to avoid damage from missiles too, and skipping the scrap for a shield can definitely be worth it if you think you can disable most enemy ships early on.

(Oddly enough, the Kestrel often turns into a strike ship for me - the Burst MKII is a great weapon for strike ships, and combining it with a heavy laser or another MKII is more than enough to disable most enemies in the first 2 sectors, and only costs 135 scrap to purchase and power - less than a cloak and not much more than a lv2 shield.)

That's all about rolling with the opportunities though.
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Leafsnail

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #2116 on: January 22, 2013, 04:15:15 pm »

That's fair enough.  An early pre-ignitor can turn almost anything into a strike ship too, particularly with a cloak.
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GlyphGryph

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #2117 on: January 22, 2013, 07:06:13 pm »

My FTL friends, I have updated my thread and am starting my stream soon, and still need suggestions on what ship to use and volunteers for my crew. Help me out?
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Sirus

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #2118 on: January 22, 2013, 07:11:58 pm »

Hell, I'll volunteer. Why don't you attempt a no-new-system run? No getting teleporters, cloaks, or anything that your ship doesn't start with.
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monk12

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #2119 on: January 22, 2013, 08:20:26 pm »

Hey, how do you do that thing where you can see where each node connects to before visiting it? Is that a mod?

Sirus

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #2120 on: January 22, 2013, 08:21:26 pm »

Hey, how do you do that thing where you can see where each node connects to before visiting it? Is that a mod?
Seems like every FTL video I see on YouTube has that feature, I sure don't know where it comes from :/
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Quote from: Max White
And lo! Sirus did drive his mighty party truck unto Vegas, and it was good.

Star Wars: Age of Rebellion OOC Thread

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Dermonster

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #2121 on: January 22, 2013, 08:24:11 pm »

Its in the latest version.
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Sirus

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #2122 on: January 22, 2013, 08:24:49 pm »

Its in the latest version.
I'm pretty sure I've been updated to the latest version.
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And lo! Sirus did drive his mighty party truck unto Vegas, and it was good.

Star Wars: Age of Rebellion OOC Thread

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Dermonster

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #2123 on: January 22, 2013, 08:26:49 pm »

hmm.
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I can do anything I want, as long as I accept the consequences.
"Y'know, my favorite thing about being a hero is that it gives you all kinds of narrative justification to just slay any ol' jerk who gets in the way - Black Mage.
"The bulk of [Derm]'s atrocities seem to stem from him doing things that [Magic] doesn't actually do." - TvTropes
"Dammit Derm!" - You, if I'm doing it right.
Moved to SufficientVelocity / Spacebattles.

Jim Groovester

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #2124 on: January 22, 2013, 08:29:32 pm »

It's in the options.
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gimlet

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #2125 on: January 22, 2013, 08:39:02 pm »

Yeah, options then hover the mouse over each node.  There are some sectors with WEIRD connectivity so I religiously scope it out as soon as I enter a sector to plan out a path that will hit the max number of stars.
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monk12

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #2126 on: January 22, 2013, 08:39:59 pm »

It's in the options.

There it is! I salute you, kind sir- many times I've taken suboptimal paths because the connections were wacky and/or nonexistent.


Unrelated, just had a nice little run with the Fed Cruiser B. Would have been a nice little run with any given ship, really, considering I got a glut of good crew early (Zoltans and Engi and Mantis, oh my!) quickly followed by a Teleporter, and was rocking 2 Ion IIs and a Heavy I + Leto combo by Sector 4 (swapped out the latter two for a Burst II just before the last sector.) Given all that, I'm quite surprised I didn't break the high score list- probably spent too much time in stores and not enough time blowing shit up. I am correct that it doesn't detract from your score every time you fight the rebel fleet, right?

Jim Groovester

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #2127 on: January 22, 2013, 08:50:16 pm »

I am correct that it doesn't detract from your score every time you fight the rebel fleet, right?

I believe so.

Score is determined by scrap collected, ships defeated, and beacons visited, so fighting the rebel fleet doesn't affect your score except potentially in terms of scrap lost from the beacons they take over.
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monk12

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #2128 on: January 22, 2013, 09:07:13 pm »

I've been operating on the theory that it actually increases my score since that's an extra ship defeated and at least one beacon explored I wouldn't have been able to otherwise, so when my defenses and weaponry are up to the task I deliberately pick that fight. I rather wish the game stored in-depth stats from each run so I'd know WHY my #2 high score is so... high.

Jim Groovester

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #2129 on: January 23, 2013, 01:28:22 am »

I was doing a Slug A run. I came across a Weapon Pre-Igniter early in the run, either Sector 1 or 2. Naturally, I bought it. I then encountered two more Weapon Pre-Igniters in stores elsewhere on the run.

What the hell, game. You pick the most useless ways to be randomly generous.
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