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

Posted: Mon Jun 01, 2015 11:31 am
by stylesrj
Sleeper Service wrote:On the matter of adding a crew moral check in this situation: I aimed to display a gray area here. The cadets are technically "enemy combatants" or whatever you wanna call them, they are in similar position as enemies that have surrendered in combat, and are then killed regardless.


But then you could be flying a Mantis ship who doesn't care about killing prisoners. Having to do it yourself makes me feel like I'm the monster and I should be punished appropriately for violating the Space Geneva Convention or something.

After all, I get punished for breaking truces without the proper augment or for taking slaves.

Attacking non-Rebel civilians is perceived differently by your crew. They are opposed to executing prisoners, but they ultimately won't oppose this, because Rebels are the enemy.


Unless one of the crew is secretly a Rebel agent :lol:
There you go, you try to execute the prisoners and one of your crew reveals their true colours!
Unless you have a Slug who knows all about their allegiance...

* * *

By the way, could enslavement of the cadets or selling them off to a slave trader be an option for Mantis ships? Heck, that could be an entirely new way to play the game, without using augments. The slave trade! Take prisoners and sell them for a profit!

You could even get an augment that allows the trading of slaves, but not other acts of piracy, so it's not just a Mantis thing.

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

Posted: Mon Jun 01, 2015 6:20 pm
by Estel
stylesrj wrote:You could even get an augment that allows the trading of slaves, but not other acts of piracy, so it's not just a Mantis thing.


0_o da what? What would be in-lore rationale behind this, a Forced Worker Millenium Act? C'mon, slavery should retain Mantis thing (even Requisition License acts differently than outright pirating). Otherwise, next look around, and we will become a galactic pimp, organizing orgies around visited systems on board of "love cruiser", en-route for saving the Federation. And shooting non-paying clients from flak gun.

/Estel

Ps.

And I agree that from crew's point of view killing surrendering cadets isn't much different than killing crew of the ship that surrender during battle... Except that now they see their faces in real life, so they want you to do it yourself. But shouldn't result in mutiny or whatsnot.

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

Posted: Mon Jun 01, 2015 7:10 pm
by stylesrj
0_o da what? What would be in-lore rationale behind this, a Forced Worker Millenium Act? C'mon, slavery should retain Mantis thing (even Requisition License acts differently than outright pirating). Otherwise, next look around, and we will become a galactic pimp, organizing orgies around visited systems on board of "love cruiser", en-route for saving the Federation. And shooting non-paying clients from flak gun.


Sorry, not slavery in that you're taking on slaves, think of it as indentured servitude. They'll be working for the ship for free until they are released from their bondage... if they survive. Dismissing your crew means you're just breaking contract and such details can be argued after you destroy the Flagship.

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

Posted: Tue Jun 02, 2015 5:33 am
by Estel
A small bug report (all of therm minor) and pair of suggestions:

Bugs:

1. During-battle event with bad fuel composition causing inefficiency in reactor doesn't reset after battle (I think that *all* of the during-battle negative minus-to-system doesn't reset?):
http://s27.postimg.org/9uklon7pt/battle_event_reactor_reset_amount.png

2. Zoltan's wise man effect of hindering systems doesn't reset after fight (in-lore it should, as effect stop with his death):
http://s27.postimg.org/camf2hpsh/reset_zoltan_wise_man.png

3. Another poor dude in pirate ship ended in sealed-for-life position:
http://s27.postimg.org/564ltgij5/sealed.png

Suggestions:

1. There is a very low chance to actually meet manned rebel ship in acid clouds (most of the times, we find auto-scouts there), and quite interesting lore-text afterwards:
http://s8.postimg.org/celkd34er/acid_rebels.png

Actually, activating this beacon is nice idea! Considering that it's risky zone and finding manned ship there is of very low probability, maybe we could do it, for a 1-jump delay of rebel fleet (due to acid damage)? To be honest, while reading it for the first time, I thought about using it as a bait instantly, not about letting them find their dead :oops: Well, we could be merciful and sneaky at the same time, I suppose...

It could either cost *another* hull point (unless rock, as always), or, instead, require some blue option augment (one of less used - 2 or 3 sensors?). Of course, if requiring blue event, it shouldn't cost hull.

2. In the same situations a bug 1 - maybe this "leakage" should be a set amount (1 of 2), instead of percentage? Suddenly losing 3 power seems a little harsh for in-fight "event".

/Estel

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

Posted: Tue Jun 02, 2015 5:44 am
by stylesrj
Estel wrote:
2. In the same situations a bug 1 - maybe this "leakage" should be a set amount (1 of 2), instead of percentage? Suddenly losing 3 power seems a little harsh for in-fight "event".

/Estel


This was because you could run a 3-power augment like the Ion Field and if this event occurred, you actually gain a power bar or two.
Of course if your battery gets hacked, the events are negated as well. But who uses that system?

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

Posted: Tue Jun 02, 2015 6:32 pm
by Estel
stylesrj wrote:Of course if your battery gets hacked, the events are negated as well. But who uses that system?


Me, all the time. That's why I was able to win few times on CE hard (in fact, all the wins I had battery) - nothing beats putting 4 temporary power bars into things that require single-use, then get locked for same/longer than the battery, anyway. It doesn't hurt while your battery goes off-line and you "lose" power in locked teleporter/hacking/mind control, while having "real" reactor power sitting there, uselessly, is a loss.

Not to mention that in early sectors (1-3) on hard, depending on battery lvl1 is a gamble that helps saving precious few-jumps worth of scrap, that you can put into shields, or engines (+get better speed during hyperspace), or weapons, or... Albeit, if it is so unpopular, battery could use some more blue events related to it. Like high-lvl piloting.

/Estel

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

Posted: Tue Jun 02, 2015 7:13 pm
by stylesrj
I'm just very absent-minded when it comes to power usage in FTL. I tend to forget that the battery exists and it totally could have powered several vital systems during a plasma storm or something.

Just like I don't carefully play the game down to the power point (lose a layer of shields? I don't divert power to the engines for that tiny chance of hopefully dodging the next strike... and I absolutely want to keep Life Support powered up).

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

By the way Sleeper, I encountered the Bounty Hunter event without taking any precautions. While I didn't lose a crew this time, I had my oxygen disabled. Not destroyed but disabled. Can't we just settle with the bounty hunter blows it up so I can go fix it?
You really do want people to run away from it if they don't make proper preparations like Level 2 Oxygen, Level 3 Sensors, a Slug or really good doors... you know stuff I should have already bought.

I know it sounds silly but I don't like running from battles and running from one where I don't have Life Support after my previous jump left me low on oxygen is the worst. :lol:

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

Posted: Tue Jun 02, 2015 8:06 pm
by Estel
stylesrj wrote:While I didn't lose a crew this time, I had my oxygen disabled. Not destroyed but disabled. Can't we just settle with the bounty hunter blows it up so I can go fix it?
You really do want people to run away from it if they don't make proper preparations like Level 2 Oxygen, Level 3 Sensors, a Slug or really good doors... you know stuff I should have already bought.

I know it sounds silly but I don't like running from battles and running from one where I don't have Life Support after my previous jump left me low on oxygen is the worst. :lol:


C'mon, having the system disabled for few seconds instead of for-whole-fight (cause having to repair it is literally this - disable for a short while) would take any tension out from that encounter. Isn't the fact that ship *doesn't* shoot it weapons for 3/4 of (or, most of the times, whole) fight enough?

Also, to be honest, I would *hate* to see CE tailored for the player ego (like "I don't like to run"). As for this BH event (and many, many others), it's either like you're prepared enough to take him out before you even consider oxygen lvl a problem, or you should run like a whole hell is chasing you. So yes, I *want* people to run away, if they're ill-prepared. (not that bounty hunter really require running if you don't have blue option - it's easily manageable).

BTW - BH was nerfed (hard). I still remember his first version, and it was my favorite one - this event is so rare, that it deserve being fight appropriate to its buildup (and very, very good reward afterward). Personally, I wouldn't have anything against making it much more vicious, but give even better reward if you manage.

/Estel

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

Posted: Wed Jun 03, 2015 1:20 am
by stylesrj
Yeah but normally I'm not caught unprepared for the Bounty Hunter as I usually have something unexpected.

Losing my O2 means "Crap, better run away!"

Now I know to carry at least two levels of Oxygen even when not in a nebula sector :lol:

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

Posted: Wed Jun 03, 2015 6:10 pm
by Russian Rockman
Woah, what happened to the forum? Everything's all like fancy and stuff...