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Author Topic: FTL - Faster than light - spaceship crew management and roguelike.  (Read 372817 times)

mosshadow

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #3285 on: April 27, 2014, 10:58:00 am »

You guys must be amazing players, Im pretty much screwed if I loose more than 2 crew in one battle on easy
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Sirus

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #3286 on: April 27, 2014, 11:02:51 am »

...THIS GAME CHEATS

Fired a level 3 Swarm missile at a slaver's helm. First missile misses. Second missile destroys it. Third missile...misses? HOW? The slaver's evasion should have been at zero after that second missile!
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Leafsnail

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #3287 on: April 27, 2014, 11:06:47 am »

The swarm missile has flak-style aiming (that is, they aim at three random points in the circle).  If a missile isn't pointed at a room it will always miss.
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Sirus

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #3288 on: April 27, 2014, 11:08:32 am »

Except all three dots were in the room. It was a 2x2 helm, which is larger than the Swarm Missile's aiming area.
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Urist Imiknorris

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #3289 on: April 27, 2014, 11:19:43 am »

In that case you probably only damaged the helm.
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Sirus

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #3290 on: April 27, 2014, 11:21:20 am »

It turned red. Red means destroyed last I checked.
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RedWarrior0

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #3291 on: April 27, 2014, 11:23:38 am »

I'm pretty sure normal flak has an adjusted (higher than normal) miss chance, so maybe swarm missiles do too?
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Sirus

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #3292 on: April 27, 2014, 11:24:13 am »

What, they can miss when the enemy ship has zero evasion? That's bullcrap.
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Rolan7

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #3293 on: April 27, 2014, 11:29:55 am »

The third missile must have already done it's attack roll before the second missile hit.  You know how sometimes if an enemy missile is on your screen, and you cloak (getting to 100%+ evasion), the missile hits anyway?  I'd hazard a guess that the attack roll is done about halfway between the projectile entering your screen, and hitting/passing the destination.

It makes a sort of sense.  I guess once a projectile is that close, the outcome is down to momentum rather than last-minute piloting or cloaking.
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RedWarrior0

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #3294 on: April 27, 2014, 11:32:31 am »

Well, it depends. If the enemy has shields up, I believe the attack roll is done where the shield is: You see either the miss or the missile pierces the shield. When the shield is down, the attack roll appears to be at the room the projectile is targeting.
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Rolan7

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #3295 on: April 27, 2014, 11:34:07 am »

Hm, that could be what was actually happening.  I mostly got that impression by trying to dodge the flagships tri-missiles at the last second, and having them hit my invisible hull.
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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.

AVE

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #3296 on: April 27, 2014, 11:34:29 am »

What, they can miss when the enemy ship has zero evasion? That's bullcrap.
Even worse, they can miss zero evasion ship completely! Imagine my first reaction of missing flak2 shot (that should kill the enemy) when I knew that their shot would kill mine! Aaaand it missed too.
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Sirus

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #3297 on: April 27, 2014, 11:47:15 am »

I guess that makes sense *grumble grumble*
On the bright side, I have a nearly-maxed crew and I'm only in Sector 3. Plus I picked up a Charge Laser II. Now if I can just find those blasted Rock Homeworlds and find that portal...
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Mageziya

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Every dwarf, every dwarven man, women, and child, that comes to our forts will die there; it's truly sad when you think about it. And we ask our selves, why? Why do we push forward, knowing this fate, that we are destined for failure? Because, this game grasps the concept of mortality. Some games you can never lose, but we all stop eventually, causing a 'death' to those game's 'worlds'. Dwarf Fortress gives us a definite end, knowing that we will leave that world eventually, and move on to more.

Sirus

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #3299 on: April 27, 2014, 12:55:43 pm »

Fuuuuuuuuuuck
Found the Rock Homeworlds. Constantly battle low fuel and nasty ships. Fail to find the special beacon.
Well, time to end this run.

Also the Pre-Ignitor is not very useful for charge weapons. It just gives the first level of charge, rather than a full charge like I was hoping for.
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And lo! Sirus did drive his mighty party truck unto Vegas, and it was good.

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