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Author Topic: FTL - Faster than light - spaceship crew management and roguelike.  (Read 378709 times)

Urist Imiknorris

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #2940 on: April 15, 2014, 05:26:30 pm »

Autorepair was easy last time that happened. With the crew dead I was able to just plant a crew member in a room and continuously damage it, taking down the hull point by point. Even saved the guy by starting a fire and letting it deal the final blow.
AI autorepair is the reason I love breach missiles. I can kill the whole crew in stage one, oneshot the flagship's missile launcher and it stays down.
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Quote from: LordSlowpoke
I don't know how it works. It does.
Quote from: Jim Groovester
YOU CANT NOT HAVE SUSPECTS IN A GAME OF MAFIA

ITS THE WHOLE POINT OF THE GAME
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If Tiruin redirected the lynch, then this means that, and... the Illuminati! Of course!

GlyphGryph

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #2941 on: April 15, 2014, 05:35:34 pm »

Just remember; never kill off the whole flagship crew. The auto-repair is a bitch.

If you have breach weapons, yeah, this doesn't matter. By all means kill them all off.
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Rolan7

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #2942 on: April 15, 2014, 06:17:11 pm »

Inb4 flagship gets slug repair gel augmentation in an update.
They *improved* the zoltan shield and have autorepairing drone ships, surely they can reverse engineer slug tech too.
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She/they
No justice: no peace.
Quote from: Fallen London, one Unthinkable Hope
This one didn't want to be who they was. On the Surface – it was a dull, unconsidered sadness. But everything changed. Which implied everything could change.

Urist Imiknorris

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #2943 on: April 15, 2014, 06:20:41 pm »

And maybe Rock Plating while they're at it.
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Quote from: LordSlowpoke
I don't know how it works. It does.
Quote from: Jim Groovester
YOU CANT NOT HAVE SUSPECTS IN A GAME OF MAFIA

ITS THE WHOLE POINT OF THE GAME
Quote from: Cheeetar
If Tiruin redirected the lynch, then this means that, and... the Illuminati! Of course!

Rolan7

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #2944 on: April 15, 2014, 06:23:21 pm »

Nah, nobody likes rock tech.  Except... oh wow, the triple missile launcher.
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She/they
No justice: no peace.
Quote from: Fallen London, one Unthinkable Hope
This one didn't want to be who they was. On the Surface – it was a dull, unconsidered sadness. But everything changed. Which implied everything could change.

Urist Imiknorris

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #2945 on: April 15, 2014, 06:33:13 pm »

They had the Swarm before it was a thing.
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Quote from: LordSlowpoke
I don't know how it works. It does.
Quote from: Jim Groovester
YOU CANT NOT HAVE SUSPECTS IN A GAME OF MAFIA

ITS THE WHOLE POINT OF THE GAME
Quote from: Cheeetar
If Tiruin redirected the lynch, then this means that, and... the Illuminati! Of course!

USEC_OFFICER

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #2946 on: April 15, 2014, 07:24:10 pm »

Goddamn fuck shit.

I'm on my best run yet, a breach missile, some defensive drones and other stuff that'll work great against the flagship. And then one of my crewmembers gets transcended in the last sector before the flagship. And I'm running a Lanicus ship, so that was my second guy. Goddamn fuck shit.
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GiglameshDespair

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #2947 on: April 15, 2014, 07:41:52 pm »

I don't ever remember looking at the monolith in the nebula ever ending well.
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Mephansteras

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #2948 on: April 15, 2014, 07:43:56 pm »

I don't ever remember looking at the monolith in the nebula ever ending well.

I have...Once? Twice? I think they gave me a Heal Bomb or something of the sort. Wasn't worth the risk of a crewmember, whatever it was.
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USEC_OFFICER

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #2949 on: April 15, 2014, 07:45:23 pm »

Transcended...?

Wha?

I don't ever remember looking at the monolith in the nebula ever ending well.

What Giglamesh is talking about. You can look at the monolith in the nebula and get some interesting stuff. I got a (completely useless) healing bomb from them.

I have...Once? Twice? I think they gave me a Heal Bomb or something of the sort. Wasn't worth the risk of a crewmember, whatever it was.

Yeah... Now I know that. Also, the transcendence thing gave me a line about checking my cloning pods for the crewmate, so maybe that system upgrade can help prevent that bad event from happening? I dunno...
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Rolan7

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #2950 on: April 15, 2014, 07:49:35 pm »

The monolith is mostly good.  I've only lost a crewmember once or twice, usually it's beneficial.  Or a fight, but fights are beneficial too...
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She/they
No justice: no peace.
Quote from: Fallen London, one Unthinkable Hope
This one didn't want to be who they was. On the Surface – it was a dull, unconsidered sadness. But everything changed. Which implied everything could change.

lemon10

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #2951 on: April 15, 2014, 07:57:34 pm »

Yeah... Now I know that. Also, the transcendence thing gave me a line about checking my cloning pods for the crewmate, so maybe that system upgrade can help prevent that bad event from happening? I dunno...
Nope. Even if you do have the cloning bay (at any level) your dude still disappears.

The monolith is mostly good.  I've only lost a crewmember once or twice, usually it's beneficial.  Or a fight, but fights are beneficial too...
3 of the 4 events are minorly benificial (although I have no clue about the weighting of the events). Personally I don't think that the risk of losing a vital crew member is worth the chance of getting a healing burst/some extra scrap.
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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.

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Leafsnail

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #2952 on: April 15, 2014, 09:22:40 pm »

Now, I've criticized the Stealth B a lot.  But I just got a hard win with it, and it was awesome.  I was able to find a Flak II, and well... nothing could survive it when combined with the Glaive Beam.  I even took a rebel controlled sector 7 and I couldn't find a single ship who could mount any reasonable resistance after a single volley.  The fact that I randomly found an Ion Bomb in the final sector to finish out the load-out helped a lot against stage 3 too.
Spoiler (click to show/hide)
It felt kindof like being a swordsman who invites his opponent to take the first shot, only to dodge it and slice all their limbs off in a single movement.

The only weakness of this setup was cloaks.  Flak II charges up just in time to miss a cloaking ship.  That meant I couldn't stop auto-scouts with cloaks from escaping, and also that I had to be careful not to just miss the flagship in stage 1.
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GlyphGryph

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #2953 on: April 15, 2014, 10:33:31 pm »

That was almost the exact same setup I last lost the game with - The final form of the boss was one hit (about 3 seconds) from dying when I exploded.

But ending up with that sort of build is absolutely why I love the Stealth B.
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Leafsnail

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #2954 on: April 15, 2014, 10:37:58 pm »

Come to think of it I don't really get why the stealth ships only have 3 weapon slots.
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