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Re: FTL Captain's Edition 1.274/Inf 1.267/EL 1.266

Posted: Sun Apr 19, 2015 5:29 am
by stylesrj
NarnKar wrote:Precisely--you shouldn't have to dump extra, just to get the minimum desired effect (standard fuel).


Then again, if you dump extra fuel to get more jumps per sector, it might upset the game balance or something. I dunno but someone will complain about it making the game too easy and use precise calculations as to why.

But we can't just get rid of Hyperspace altogether though - It looks really freaking cool!

Re: FTL Captain's Edition 1.274/Inf 1.267/EL 1.266

Posted: Sun Apr 19, 2015 11:23 am
by Sleeper Service
NarnKar wrote:I personally hate them and I cannot imagine anyone loving them.

stylesrj wrote:But we can't just get rid of Hyperspace altogether though - It looks really freaking cool!

Took roughly two hours for someone to show up that kind of loves them. :D

The goal with this was to make fuel overall more useful and force the player to economize and think about fuel more. You can call this artificial but it really just depends weather you can take anything the mod adds as granted. Using the standard option only costs you 12 additional fuel over the course of the entire run, I find that pretty manageable. Right now hyperspacing adds an overall disadvantage (emergency option, standard option), a reward for economizing fuel well (the lvl 4 engines 3 fuel option) as well as some high-risk high-reward late game choices (the lvl 6 and lvl 8 options).

I did not intended this events to just hand out additional positive options. Making the game harsher is part of the premise of the mod and the cost of 12 additional fuel it can basically be overcome by buying fuel at two more stores throughout the game. Again, I find thats a good middle ground which creates a need to monitor fuel more closely without totally starving the player of it.

Re: FTL Captain's Edition 1.274/Inf 1.267/EL 1.266

Posted: Sun Apr 19, 2015 11:57 am
by stylesrj
Sometimes though you get a string of bad luck, especially since the enemy ships are 1000% tougher even in Sector 1 (I'm talking to you, burst beam laser that does 2HP damage per shot! I don't have two shield layers yet!)

I just think there doesn't need to be an emergency fuel option. If you want to risk more fuel for greater reward, it should be an option, not a forced choice.

Re: FTL Captain's Edition 1.274/Inf 1.267/EL 1.266

Posted: Tue Apr 21, 2015 2:23 am
by Russian Rockman
I at first did not like the hyperspace events, but now I really like them in CE. Fuel wasn't very important in the original game, I would hardly ever think about buying it from a store, so by having to use 1 extra each sector jump it requires you to manage another resource carefully like Sleeper explained. I don't think 1 extra jump per sector makes the game to easy either, since CE is already very punishing and rarely do I have enough fuel to take that option every time. The only thing I wish was different about hyperspace jumps was that the image showed the stars traveling "across" your screen, not "into" the screen, you know what I mean? It looks like the ship was traveling sideways. But maybe it just turned after the jump and FTL isn't really a 2D world...

Re: FTL Captain's Edition 1.274/Inf 1.267/EL 1.266

Posted: Thu Apr 23, 2015 7:28 pm
by stylesrj
I was just thinking, going from this thread:

viewtopic.php?f=12&t=27201

We're all discussing about a Hyperwave Caster and Captain's Edition and I thought it'd be appropriate to discuss it here.

So how about a new augment:

Hyperwave Caster - Only works at Start Beacon. Has a chance to summon a store.

Now that sounds overpowered if say you're playing Infinite but a clear beacon there only occurs 33% of the time. The augment could have a 50% chance of summoning a store or a 50% chance to summon an angry Mantis ship who answered it.

Either that or perhaps certain piracy items could also be used to try and summon a store. Perhaps if you broadcast a frequency out into space with your requisition license, a black market opens up or the Zoltan/Rebel/Rock authorities come bearing down on your butt. So 25% chance of a store, 50% chance of an encounter and 25% of an encounter with up to 6 boarders to discourage abuse...

Re: FTL Captain's Edition 1.274/Inf 1.267/EL 1.266

Posted: Thu Apr 23, 2015 8:04 pm
by Sleeper Service
I was considering something like a "long range communicator" a while ago. The basic Idea was to have several frequencies (trade, black-market, civilian, merc) to tune into, with stores, trades, crew hires and various random events that can occur. I didn't get around doing this because it would be one of these events that require a ton of unique events to be viable, even more than the bounty hunter database. But if would basically come down to what you suggested, just that it would have been available at any beacon. It might be a little iffy to find lore explanations for why the caster only works on entry beacons...

Re: FTL Captain's Edition 1.274/Inf 1.267/EL 1.266

Posted: Thu Apr 23, 2015 8:12 pm
by stylesrj
Sleeper Service wrote:I was considering something like a "long range communicator" a while ago. The basic Idea was to have several frequencies (trade, black-market, civilian, merc) to tune into, with stores, trades, crew hires and various random events that can occur. I didn't get around doing this because it would be one of these events that require a ton of unique events to be viable, even more than the bounty hunter database. But if would basically come down to what you suggested, just that it would have been available at any beacon. It might be a little iffy to find lore explanations for why the caster only works on entry beacons...


The same way a bounty hunter database only works there. Balance reasons.

Or perhaps the best traffic comes from those places.

Re: FTL Captain's Edition 1.274/Inf 1.267/EL 1.266

Posted: Thu Apr 23, 2015 8:38 pm
by English Narwhal
Sleeper Service wrote:I was considering something like a "long range communicator" a while ago. The basic Idea was to have several frequencies (trade, black-market, civilian, merc) to tune into, with stores, trades, crew hires and various random events that can occur. I didn't get around doing this because it would be one of these events that require a ton of unique events to be viable, even more than the bounty hunter database. But if would basically come down to what you suggested, just that it would have been available at any beacon. It might be a little iffy to find lore explanations for why the caster only works on entry beacons...


Explaining why the Hyperwave Caster only works at start beacons wouldn't be terribly hard-
On its own, it might not be strong enough to communicate with shops, but the Long-Range 'jump' beacons have the signal strength to make it work. Plus, getting actual items from shops over Hyperwave would be prohibitively expensive unless they could be transmitted directly- and a Long-Range beacon might be capable of receiving smaller objects over longer distances.

Re: FTL Captain's Edition 1.274/Inf 1.267/EL 1.266

Posted: Fri Apr 24, 2015 12:07 am
by stylesrj
Long Range Beacons are where ships gather the most and are likely to sell goods that help out ships, compared to say an empty binary star system or a place littered with distant settlements who don't even give you the time of day.

Heck the store could even be one of those ships passing through (some Store events are ships looking to offload equipment) and wants to keep their market on the down-low, hence the need for the Caster.

Of course, since you are broadcasting a signal, someone might catch it and decide you're a target or lawbreaker. That way you can't just abuse it in Infinite Space where you don't even get a clear beacon 2/3 of the time.

The chances of finding a store at entry beacons could even be worse if you're broadcasting into a nebula.

Re: FTL Captain's Edition 1.274/Inf 1.267/EL 1.266

Posted: Fri Apr 24, 2015 12:58 pm
by Sleeper Service
Repost from Redit, on the topic of payed steam workshop content:

Sleeper Service wrote:Interesting developments. This will most likely never matter for FTL though, as there are no plans for full moding support or even a steam workshop. And I sad it before: CE will always be free to use, so even if there would be a workshop I wouldn't put CE behind a paywall. If anyone absolutely wants to reward my contributions to the mod, then you can already do so through my patreon.

I agree that there are potentially a lot of issues connected to payed workshop content. Whatever one thinks about TB, I'd say he made some good points in a vid on the topic. What I find especially disgusting is that people already start to upload other peoples mods under their own name on the workshop for profit, basically stealing and exploring other peoples work.

I also agree that valve appears a little greedy in this whole endeavor. Then again we don't know what kind of deal they made with Bethesda, maybe Valve just takes it's usual 30%-40% cut and Bethesda gets the rest, who knows?

A point that hasn't been discussed a lot yet is weather modding is really considered "work" by the author or user. I think many people initially mod for fun and I believe the most successful modding project originate from a situation where people where just totally enthralled by extending a game they truly love. Then again, that does not mean that modding could not be monetized. I love patreon for this purpose, because its based on voluntary decisions and trust. It would be sweet to be able to live from creating game content, but I'd stick with allowing people to voluntarily donate for my "work" any time.

But in the end we don't really have a say in this. There might be a strong backlash and steam might pull back, or it might not. I guess users who think this pay-wall system is dumb can boycott it, youtube celebs can speak out against it, but steam effectively holds a monopoly and they could go through with this if they want.

But hey wane get full out sociological on this? Heres the catch: what we see here isn't even that new. This is a phenomenon that already affects society as a whole - peoples live as a whole being more and more governed by principles of profit maximization. The lines between work and freetime becoming burred. This doesn't just means working more overtime, answering company mails on holiday or having a corporate culture that makes you office look like your living room. It also includes the monetization of hobbies. For gaming, payed steam workshop content what dawanda is for handycraft. When I was 16 I made campaigns for warcraft 3 for fun. But when my kid makes campaigns for warcraft 4 it might consider getting payed for them? One can find this amazing, weird or scarry, but this seems to be the way the world is going.