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

Distribute and discuss mods that are functional. Moderator - Grognak
redsquirrel
Posts: 7
Joined: Thu Oct 25, 2012 8:21 am

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

Postby redsquirrel » Sun Apr 05, 2015 7:37 am

So I noticed with the infinite addon there's a couple weird theirs with the exit/entry beacons. The first is that that if I want to do deep space exploration, it immediately takes me there. This causes some problems with trying to get to nodes that are only accessible by going through the exit beacon.

The other thing is that the entry beacons for deep space aren't actually entry beacons, but regular event beacons. I wouldn't care, but it makes the bounty augment rather useless to carry around if you're using the infinite addon.

I'm just wondering if these were edge cases that weren't considered, or if there is some technical reason that these issues can't be resolved.
User avatar
Sleeper Service
Posts: 2305
Joined: Sun Mar 24, 2013 8:49 pm

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

Postby Sleeper Service » Sun Apr 05, 2015 3:50 pm

redsquirrel wrote:So I noticed with the infinite addon there's a couple weird theirs with the exit/entry beacons. The first is that that if I want to do deep space exploration, it immediately takes me there. This causes some problems with trying to get to nodes that are only accessible by going through the exit beacon.

That has technical reasons and can't be changed. Trust me, I'd have handled that differently if it would have been possible.

redsquirrel wrote:The other thing is that the entry beacons for deep space aren't actually entry beacons, but regular event beacons. I wouldn't care, but it makes the bounty augment rather useless to carry around if you're using the infinite addon.

Deeps space entry beacons have a 33% chance to come without a fight, so getting marks is still possible, just less likely. And you can always head to the exit immediately in order to get another shot on a mark. ;)
User avatar
slowriderxcorps
Posts: 454
Joined: Thu Apr 25, 2013 8:42 am

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

Postby slowriderxcorps » Sun Apr 05, 2015 5:42 pm

I found myself watching a streamer (RecursiveBlaze) playing CE last night, and amongst the general silliness going on was something that I figured needed to be pointed out. So he shows up in the Last Stand, and on the entry beacon he chooses to talk with his Mantis crew, which actually triggered the sub-quest where you fight members of his clan. Except when the fight started, a friendly ASB appeared and started shooting at the Mantis. What made this much more comical though was that the Rebel Cruiser that shows up in fleet encounters firing ASB shots at you, showed up and was attacking the Mantis. Once the fight ended, the cruiser vanished. And the whole time, the Federation fleet background was watching.

It's a minor thing, but I found it pretty amusing to watch.
ImageImage
User avatar
stylesrj
Posts: 3645
Joined: Tue Jul 08, 2014 7:54 am
Location: The Shrike
Contact:

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

Postby stylesrj » Sun Apr 05, 2015 10:13 pm

Isn't there always a friendly ASB at entry beacons? Or did one of those BS "random events" pop up in the middle of combat that turned the ASB into a Rebel ship firing an ASB at you/the enemy?

If not the latter, hey Sleeper could you add that event in as a hazard (like when an enemy ship flies into an asteroid field or a solar flare or both?) It could be like: You score a hit along the enemy ship's hull. Suddenly there's an FTL signature! A Rebel cruiser has arrived. Spotting your ship, it begins firing its ASB at you/the enemy/both targets.
jtlcr777
Posts: 4
Joined: Fri Nov 14, 2014 12:52 am

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

Postby jtlcr777 » Wed Apr 08, 2015 10:45 pm

Could there be a add-on where all ships have their vanilla weapons but the CE augments are still there? I use the vanilla loadouts sometimes because I don't like a few of the CE ones (Kestral A's CE loadout for example), but I dont like losing the cool starting augments.

I would love a vanilla weapons addon that keeps the CE augments. Thanks!
User avatar
NarnKar
Posts: 778
Joined: Thu Jun 19, 2014 4:24 pm
Location: this forum
Contact:

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

Postby NarnKar » Sun Apr 19, 2015 3:25 am

This is a bit of a balance question, but why did you add the hyperspace events at the end of each sector? I personally hate them and I cannot imagine anyone loving them. It causes so many more fuel shortages than normal FTL, and it causes them quite artificially as well.
User avatar
stylesrj
Posts: 3645
Joined: Tue Jul 08, 2014 7:54 am
Location: The Shrike
Contact:

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

Postby stylesrj » Sun Apr 19, 2015 3:57 am

NarnKar wrote:This is a bit of a balance question, but why did you add the hyperspace events at the end of each sector? I personally hate them and I cannot imagine anyone loving them. It causes so many more fuel shortages than normal FTL, and it causes them quite artificially as well.


Well it's supposed to be a jump from one sector to another. Why wouldn't it be grand and require some planning with the fuel?

Plus it gives use to those useless augments like FTL navigation and FTL charge booster.

But I do somewhat agree that it needs to be changed. There shouldn't be an "emergency fuel" option. Your standard jump should cost 1 fuel for no benefit. If you dump a little extra, you get more time before the Rebels arrive.
User avatar
NarnKar
Posts: 778
Joined: Thu Jun 19, 2014 4:24 pm
Location: this forum
Contact:

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

Postby NarnKar » Sun Apr 19, 2015 4:24 am

Precisely--you shouldn't have to dump extra, just to get the minimum desired effect (standard fuel).
User avatar
stylesrj
Posts: 3645
Joined: Tue Jul 08, 2014 7:54 am
Location: The Shrike
Contact:

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

Postby stylesrj » Sun Apr 19, 2015 5:29 am

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!
User avatar
Sleeper Service
Posts: 2305
Joined: Sun Mar 24, 2013 8:49 pm

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

Postby Sleeper Service » Sun Apr 19, 2015 11:23 am

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.

Who is online

Users browsing this forum: No registered users and 22 guests