FTL Captain's Edition 1.308/Inf 1.301b/EL 1.308

Distribute and discuss mods that are functional. Moderator - Grognak
Bonnie Lass
Posts: 31
Joined: Sun Apr 21, 2013 6:16 pm

Re: FTL Captain's Edition 1.275/Inf 1.267/EL 1.275

Postby Bonnie Lass » Tue May 05, 2015 1:16 pm

Hey there! I traditionally play the game on Easy, since I honestly dont' play regularly enough to fully master the game. I've loved all the new additions, but I have noticed that it's even harder than the game's normal Normal mode.

I could still play on Easy but as I understand, that messes with the event balance. So I was thinking, maybe you could add some 'Easy mode' prompts at the start of each new sector that might do helpful things like give me more scrap or offer me up some free repairs?

Thanks for the great mod!
User avatar
Sleeper Service
Posts: 2305
Joined: Sun Mar 24, 2013 8:49 pm

Re: FTL Captain's Edition 1.275/Inf 1.267/EL 1.275

Postby Sleeper Service » Tue May 05, 2015 1:23 pm

Playing on easy works just as good in CE as it works with the vanilla game. The "Designed to be played on normal difficulty" hint below the download mostly means that the mod wasn't designed with hard mode in mind (cause hard mode didn't exist when most of the mod was made).
Bonnie Lass
Posts: 31
Joined: Sun Apr 21, 2013 6:16 pm

Re: FTL Captain's Edition 1.275/Inf 1.267/EL 1.275

Postby Bonnie Lass » Tue May 05, 2015 1:33 pm

Well, it's mostly about the trading system to me, it's completely pointless in Easy unless you have the cargo transporter.

Although I am curious on something regarding the trading system, have you thought about using dummy weapons instead of dummy augments?

Augment slots are really precious and all too often if I want to do any sort of trading I might have to leave a random encounter augment behind, which really sucks.
Bonnie Lass
Posts: 31
Joined: Sun Apr 21, 2013 6:16 pm

Re: FTL Captain's Edition 1.275/Inf 1.267/EL 1.275

Postby Bonnie Lass » Tue May 05, 2015 1:36 pm

Also, I am curious - why not just rebalance the trading system so that you have to sell the augment no matter what instead of relying on player cooperation? My first run on captain's edition I actually didn't know about the necessary player cooperation and I was a bit confused.

The fleet pursuit would only get doubled once instead of twice but you could balance it out by perhaps providing lower returns on trading.
User avatar
Sleeper Service
Posts: 2305
Joined: Sun Mar 24, 2013 8:49 pm

Re: FTL Captain's Edition 1.275/Inf 1.267/EL 1.275

Postby Sleeper Service » Tue May 05, 2015 1:40 pm

Yep I have, about two years ago, when I first made it. Thats overall less elegant cause the player can do a lot of silly things with dummy weapons, like equipping and firing them. That trade goods take away aug space is part of the balance. Trading indeed becomes more useful the higher the difficulty. Unfortunately I cant have the goods cost leveled amount of scrap. The trading system is probably the part of the mod that is hindered the most by modding limitations, or rather extends the most towards them I guess...

Bonnie Lass wrote:why not just rebalance the trading system so that you have to sell the augment no matter what instead of relying on player cooperation?

FTL modding simply has limits. Removing an aug via an event is impossible for example.
Bonnie Lass
Posts: 31
Joined: Sun Apr 21, 2013 6:16 pm

Re: FTL Captain's Edition 1.275/Inf 1.267/EL 1.275

Postby Bonnie Lass » Tue May 05, 2015 1:48 pm

Even with that 'silliness' aside, I think dummy weapons is preferable. You could have them take two power, have them be flak weapons that do the absolute minimum amount of damage, so it's like you're launching the cargo at the enemy's hull, haha.

Honestly I find it really hard to justify the amount the fleet catches up to you the way it currently works, you get less scrap than you would fighting, and while this is 'safe scrap', its hindered by the fact that it can potentially rob you of useful augments you find in the wild.
Bonnie Lass
Posts: 31
Joined: Sun Apr 21, 2013 6:16 pm

Re: FTL Captain's Edition 1.275/Inf 1.267/EL 1.275

Postby Bonnie Lass » Tue May 05, 2015 1:52 pm

Oh, I think I understand what you mean by leveled amounts of scrap for the goods, you want them to sell for more in different sectors, yea? I had forgotten about that little detail.

Then yeah, keeping the player cooperation thing is probably for the best. But I still think the dummy weapons are a better idea, I think having them as an augment is just too much of a hassle for the reason I said above (really punishes you if you find an augment in the wild, since you can't store them).
User avatar
Sleeper Service
Posts: 2305
Joined: Sun Mar 24, 2013 8:49 pm

Re: FTL Captain's Edition 1.275/Inf 1.267/EL 1.275

Postby Sleeper Service » Tue May 05, 2015 2:02 pm

Bonnie Lass wrote:Oh, I think I understand what you mean by leveled amounts of scrap for the goods, you want them to sell for more in different sectors, yea?

Nope, I mean that trade goods can not have different prices depending on difficulty. Prices will always be the same for all difficulty levels, but general scrap rewards are lower with higher difficulty, so trading becomes more profitable in comparison. You judge the trade profits by your experience on easy mode, but as mentioned, thats not what CE was designed for. Then again, trading on easy is the only thing where CE makes a difference.

Bonnie Lass wrote:Then yeah, keeping the player cooperation thing is probably for the best.

Player cooperation will always be required anyway, dummy weapons could not be removed in events either.

Bonnie Lass wrote:(really punishes you if you find an augment in the wild, since you can't store them).

Yeah, thats part of the idea. You are only punished if your aug space is entirely full though. Some ships can easily carry around one trade good in the early game. And in the end it's really up to you weather you decide to use the trade system or not.
Bonnie Lass
Posts: 31
Joined: Sun Apr 21, 2013 6:16 pm

Re: FTL Captain's Edition 1.275/Inf 1.267/EL 1.275

Postby Bonnie Lass » Tue May 05, 2015 2:11 pm

If not for the whole augment aspect, trading would be a very useful thing to do late game when ships have a much higher chance of doing some severe damage to you.

I really think dummy weapons is the way to go. 2 power flak weapons that have a 'cargo' icon, it'd work splendidly in my opinion. But it's your mod, so what you say goes.

It just seems incredibly niche in its current state, just very very situational, when I'd really like to see it play a larger role.

Who is online

Users browsing this forum: please dont touch me and 14 guests