Suggestions for FTL 2

General discussion about the game.
ExtraCheesyPie
Posts: 145
Joined: Fri Nov 23, 2012 4:37 pm

Re: Suggestions for FTL 2

Postby ExtraCheesyPie » Mon Jan 07, 2013 10:50 pm

bulba wrote:making a privateer game is much harder than the casual game that ftl is. If these guys could somehow team up with egosoft and make one it would be beyound awesome.

If its so "Casual", go play some pokemon with only a level 15 golduck and beat the elite 4 with only that.
I hate FTL...

But I love it at the same time...
Bottlerocket
Posts: 6
Joined: Wed Oct 10, 2012 4:45 pm

Re: Suggestions for FTL 2

Postby Bottlerocket » Tue Jan 08, 2013 12:14 am

I'd like to see planet or station missions for the crew, but first you'd have to be able to train up your crew like you can upgrade the ship.

Make some crew members techies for downloading info or opening doors, or ranged specialists and hand-to-hand combat guys - even doctors!

Would add another dimension and make missions where you have to send a your crew to do something much less of a crapshoot.
Bakish
Posts: 5
Joined: Mon Jan 14, 2013 8:42 pm

Re: Suggestions for FTL 2

Postby Bakish » Mon Jan 14, 2013 10:27 pm

Top this:

Three . I say again - TREE factions; the Federation, the Crusades and Pirates!

The game starts you off in a tutorial-like crappy shuttle. It's equipped with the most basic gear.
Some prompts guide you through dividing the energy, maybe getting an upgrade to the engines and repairing something-rather. W/E - basic stuff.

Galaxy map only allows travel to one destination. An event triggers; Behold - all three factions are fighting it out and all eagerly awaits your help - choose one. The fight goes so-so, and you are forced to abandon ship. You port your crew to the other cruiser and kill em. Meanwhile, your new best friend is busy tearing the third ship a new one.
You now have a basic cruiser with an FTL drive and the eternal gratitude of whoever you helped.
So off you go, to glory and adventure. Destined to write the story that will be told eons to come! But what will the story tell? Will it be about Honour? Maybe Justice? Or possible untold wealth? The book is nearly complete, but the last few pages are for you to write.

What side you pick dramatically changes game play.

-The Federation:
Early access to better shields and missile based weapons
You can arrest pirates and crusaders that surrenders. Handing them of to Federal control points rewards cash.
Other Federal cruisers you encounter shares some points of interests and Arrest Warrants-quests, where capturing the villain alive results in bonus rewards.
Can commission the construction of new ships. Takes time to complete, is expensive, but can be tailor maid.
Can use the Star Gates free of charge.

-Chased by:
Crusaders
-Safe Haven:
The Capitol System and systems with a high Federal presence.
-Final Mission:
Locate and destroy the Crusaders secret base


-The Crusaders:
Access to the Black Market, where you can buy gear at a reduced rates, however fuel, drones and missiles are more expensive, as retailers doesn't really venture to these sectors on fear of being curb stomped.
Early access to Cloak and Dagger oriented gear, such as Stealth and Engines.
Can buy new ships. Expensive and usually comes with fewer systems then what you currently got.
Collects bounty for every Federal ship they destroy.
Have to fight to use the Star Gates. Becomes much harder the closer to the capital you go.
Other Crusaders share information about critical systems for the Federation. These are usually well stocked.

-Chased by:
The Federation
-Safe Haven
The Crusaders mother ship and most uncharted nebulas.
-Final mission:
Invade the Federation home world and set up a blockade around the system. Hold blockade for X turns, while the "negotiations" take shape.

-Pirates:
Are pirates
Access to the Black Market (see above)
If the enemy surrenders you can take the crew as slaves. Make sure you have more loyal members though, mutinys are not unheard of.
Early access to crew teleporters and advanced medical facilities.
Can trade ship with any defeated vessel. However most disabled systems are lost while doing so (the rum-frantic pirates swings wildly).
Limited access to weapons. Trading of ship's the way to go here.
If your ship is lost during a battle, you may still fight hand to hand over the enemy vessel. Slaves are unreliable and might decide to side with the enemy instead, if left unsupervised. Makes great canon fodder, though.
Can sell slaves to camps
If currently in an Alliance vessel, have a chance to slip through a Star Gate. Rebel ships have to fight and Pirates can ether fight or bribe to advance.
Can dedicate empty rooms as prisons. In here slaves can not commit mutiny.

-Chased by:
The Alliance and Rebels alike. Sometimes they collide, allowing you to make a discreet exit.
-Safe Haven:
The outer rims
-Final mission:
Find the lost treasure through the uncharted Death Valley sector. Be aware though, many have tried. None have succeeded.
---OR---
You get a lucrative contract to spark a mayor conflict which will result in an open war between the Alliance and the Rebels.

-Game mechanics:
Crew members you pick up usually have some experience in some field, while other traits are unavailable to them.
All races can become slaves. But they cannot advance in traits, due to shackles, or lack of motivation. w/e
If a ship consists of more then 50% slaves under your control they can mutiny. Prompted ether by random event or if you're loosing a battle. Slaves committing mutiny are unaligned and will fight whoever. If one reaches the cockpit he will attempt to bail.
All factions have a safe haven-type of galaxy. Where minor quests and event pop up over time.
I'm running out of things to say, but the basic gist is. I want a more open galaxy where decisions affects both game play and story. FTL is nothing short of an awesome game and the only drawback is it's to short.
Can change the paint job of the vessel at Home Depot.
2-4 player Co-Up mode?


If you aren't completely sold on the idea yet; HATS! Because hats matters (Also they can be used to visually identify crew roles).

Feel free to leave feed back and ideas. But be warned, I think highly of myself and any and all criticism will be regarded as a personal insult in accordance to Internet Law.

Lots of love // Bakish
mrguy888
Posts: 51
Joined: Sat Jan 12, 2013 5:33 pm

Re: Suggestions for FTL 2

Postby mrguy888 » Tue Jan 15, 2013 1:38 am

Sounds like the OP wants Sid Meier's Pirates! with FTL's battle system.
Bakish
Posts: 5
Joined: Mon Jan 14, 2013 8:42 pm

Re: Suggestions for FTL 2

Postby Bakish » Wed Jan 16, 2013 4:40 am

mrguy888 wrote:Sounds like the OP wants Sid Meier's Pirates! with FTL's battle system.

In a sentence you pretty much cured cancer; A+
But I have to deduce points for sarcasm; C-

Edit: wtf, I write a triple A game description and no one replies anything? I will assume this is due to the readers ether passed out or died from shear awesomeness overload. The world may never know

Lots of love // Bakish
Vindaloo
Posts: 25
Joined: Wed Jan 09, 2013 3:14 pm

Re: Suggestions for FTL 2

Postby Vindaloo » Wed Jan 16, 2013 1:25 pm

I'd buy this game!
Bakish
Posts: 5
Joined: Mon Jan 14, 2013 8:42 pm

Re: Suggestions for FTL 2

Postby Bakish » Wed Jan 16, 2013 7:35 pm

Vindaloo wrote:I'd buy this game!

Good man! That's two down.
Like the gingers, we shall multiply till the day we stand shoulder to shoulder as rulers of the world!

Lots of love // Soon to be the world leader; Banish
Dirty Pudding
Posts: 1
Joined: Thu Jan 17, 2013 11:58 am

Re: Suggestions for FTL 2

Postby Dirty Pudding » Thu Jan 17, 2013 12:10 pm

First of all, a huge well done to the people who made this game, it is in my top 3 all time favorite video games.
I adore FTL for many reasons. I would love to see FTL get a bigger campaign map as I just want to go on for ages when I've got a good ship.
I think FTL 2 should have a faction choice at the start, when you choose your ship, you choose your faction. Autofire should be per weapon, not all weapons. More secret and hard to get to areas! Loads more punishing random events with more options in them.
Satonakaja
Posts: 34
Joined: Wed Dec 19, 2012 8:36 pm

Re: Suggestions for FTL 2

Postby Satonakaja » Fri Jan 18, 2013 3:21 am

There actually is autofire-per-weapon now. Try holding control while aiming one of your weapons.
Bakish
Posts: 5
Joined: Mon Jan 14, 2013 8:42 pm

Re: Suggestions for FTL 2

Postby Bakish » Fri Jan 18, 2013 5:03 pm

Three and counting.
The rest of you should reconsider your loyalty.

The Red Army is massing. War forges at the Kalzu'duurum have nearly re-made the Crown of Conquer.
The era of Prophesy is upon us.