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

Distribute and discuss mods that are functional. Moderator - Grognak
BoogieMan80
Posts: 3
Joined: Tue May 05, 2015 10:42 pm

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

Postby BoogieMan80 » Tue May 05, 2015 10:45 pm

I played many games with this mod enabled, and I can't get passed 4 jumps in because I can never find any place to repair. I just squeaked by 2 sectors, visiting more than half the jumps on a ship with 20% hull with pure luck only to run into a battleship in an asteroid field and get blown up in 8 seconds.

Several games in a row with no where to repair.
User avatar
stylesrj
Posts: 3645
Joined: Tue Jul 08, 2014 7:54 am
Location: The Shrike
Contact:

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

Postby stylesrj » Tue May 05, 2015 10:54 pm

Several games in a row with no where to repair.


Don't blame CE, you should give tribute to the Random Number God. Perhaps your next game will put 7 Engi Sectors in a row for you.
Lack of stores when you really need them has been around for a long time.

--------------------------

Anyway, just an idea:

How about some more "explosive" or "volatile" cargo like old nuclear warheads, mines or toxic waste in leaky red barrels?
There's a chance upon loading or unloading that something bad happens (mines go boom, the explosives on the nuke go boom, toxic waste kills someone horribly, etc.) but they pay a lot more or there is no cost to load them into the hold.

If something bad happens, it's kinda your fault. What were you expecting when the cargo is said to be a "Crate of Red Barrels?" Party balloons?
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 11:01 pm

Yeah, making some deeper trade goods like that might be interesting. But the thing is that more negative outcome attached to trade goods might deter players even more from a trade system, when its advantages aren't really obvious to begin with.

One thing I considered was to make certain good like (drugs, glands, ambra) illegal in certain sectors types, depending on faction. Trading those goods might then get you in trouble with local law enforcement. Certain augments could allow you to trade on black markets, creating kind of a smuggler meta play style. Never got around doing that, it would matter rarely anyway.
User avatar
stylesrj
Posts: 3645
Joined: Tue Jul 08, 2014 7:54 am
Location: The Shrike
Contact:

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

Postby stylesrj » Tue May 05, 2015 11:11 pm

Well I'm already deterred from the trade system already due to low rewards and the fact that trading speeds up the Rebel fleet.
It's also really annoying to help someone out with let's say no oxygen and my only reward is what? Synth-Textiles? It's Sector 6 and I've already got the Reconstructive Teleport, Teleport Disruptor and the Shield Bypass. I'll take the Scrap please.

In fact, could that be an option for those sorts of rewards? "Here, take some of our cargo as thanks" and you can either accept the reward (the option should tell you what cargo you're getting before you click on it so hidden="false" tag) or break it down into Scrap (half as much as you'd get from a Store. So it's like selling it) or demand the stingy bastards pay up in Scrap.
BoogieMan80
Posts: 3
Joined: Tue May 05, 2015 10:42 pm

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

Postby BoogieMan80 » Tue May 05, 2015 11:27 pm

stylesrj wrote:
Several games in a row with no where to repair.


Don't blame CE, you should give tribute to the Random Number God. Perhaps your next game will put 7 Engi Sectors in a row for you.
Lack of stores when you really need them has been around for a long time.



Personally I've never had 5 games in a row without finding any - even exploring less than I have been... Hitting upwards of 70% of the total jumps and nothing??
User avatar
stylesrj
Posts: 3645
Joined: Tue Jul 08, 2014 7:54 am
Location: The Shrike
Contact:

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

Postby stylesrj » Tue May 05, 2015 11:35 pm

BoogieMan80 wrote:Personally I've never had 5 games in a row without finding any - even exploring less than I have been... Hitting upwards of 70% of the total jumps and nothing??


I've had similar runs of bad luck with stores in vanilla FTL. Sometimes they hide in the far corners where the Fleet already went. And this will happen a lot.
Once in the Last Stand, I made a straight beeline for the Base and right next to it was a Store... about to be taken over by the Flagship itself. That's not just bad luck, that's cruelty.

Were you playing CE Infinite? Because in Infinite Space you're lucky to find a store on your path to the exit beacon.
BoogieMan80
Posts: 3
Joined: Tue May 05, 2015 10:42 pm

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

Postby BoogieMan80 » Wed May 06, 2015 12:32 am

stylesrj wrote:
BoogieMan80 wrote:Personally I've never had 5 games in a row without finding any - even exploring less than I have been... Hitting upwards of 70% of the total jumps and nothing??


I've had similar runs of bad luck with stores in vanilla FTL. Sometimes they hide in the far corners where the Fleet already went. And this will happen a lot.
Once in the Last Stand, I made a straight beeline for the Base and right next to it was a Store... about to be taken over by the Flagship itself. That's not just bad luck, that's cruelty.

Were you playing CE Infinite? Because in Infinite Space you're lucky to find a store on your path to the exit beacon.


CE Infinite, yes. I only recall one time there was a store located near the beacon and that was sector 2, I believe. Bad luck, I guess..
User avatar
stylesrj
Posts: 3645
Joined: Tue Jul 08, 2014 7:54 am
Location: The Shrike
Contact:

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

Postby stylesrj » Wed May 06, 2015 12:42 am

I think it's even in the description. Stores are supposed to be rare in Deep Space Sectors. You don't want it to be too easy, right?

I mean the Pernach Beams in Sector 1 and the Mine Drones are not difficult enough, you need to be several sectors away from a means of fixing the unavoidable damage they cause.
User avatar
RAD-82
Posts: 781
Joined: Sat Nov 09, 2013 12:16 am
Location: Not where a person needs to be...

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

Postby RAD-82 » Wed May 06, 2015 5:45 pm

Saw this Lanius Interceptor in a recent Biohazard063 video. Hacking helps to show that the doors are messed up.

Image
Image
Junkyard has FTL mods, mostly ships and a few other things.
forest2001
Posts: 1
Joined: Fri May 08, 2015 3:58 pm

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

Postby forest2001 » Fri May 08, 2015 4:23 pm

I crash whenever I click anything right at the start :(

Who is online

Users browsing this forum: No registered users and 12 guests