Scanners and Ship Unlocks...

General discussion about the game.
zeek
Posts: 92
Joined: Wed Jul 03, 2013 7:02 pm

Re: Scanners and Ship Unlocks...

Post by zeek »

Canadarm wrote:Rather off topic, but I think it would be interesting and hilarious to commandeer ships if yours gets blown up while you have guys on board the enemy ship. (Assuming their crew is dead).

'Nooooooooo Why did it have to be a slug intercepter?!?!'
'Because you blew up the oxygen and it wanted vengeance'
'Dang it!'

*Secret achievement*
You unlocked the slug interceptor as a playable ship.
It has replaced all others until you beat the game with it.

T_T

This ^ was possibly caused by me just missing getting the slug cruiser with the Vortex today. *sigh* Dat Interceptor.
It would definitely add a lot of replay value to FTL. Trying to beat the game with all enemy ships. Some of them would be quite a challenge.
Canadarm
Posts: 9
Joined: Wed Aug 07, 2013 1:36 pm

Re: Scanners and Ship Unlocks...

Post by Canadarm »

With the interceptor, you would wind up with crew stuck in the O2 and crew stuck in the engines (assuming you maxed out crew on you ship) until they perished from lack of a medbay.
Canadarm
Posts: 9
Joined: Wed Aug 07, 2013 1:36 pm

Re: Scanners and Ship Unlocks...

Post by Canadarm »

I hit submit twice. T_T
Last edited by Canadarm on Thu Aug 08, 2013 6:38 pm, edited 1 time in total.
zeek
Posts: 92
Joined: Wed Jul 03, 2013 7:02 pm

Re: Scanners and Ship Unlocks...

Post by zeek »

Canadarm wrote:With the interceptor, you would wind up with crew stuck in the O2 and crew stuck in the engines (assuming you maxed out crew on you ship) until they perished from lack of a medbay.
Maybe just one of the two. You could fit 6 crew in the main cabin and then the extra two would likely bubble over into one or the other rooms. You could keep your crew alive by hanging onto a heal bomb to use in between battles. There would definitely be some interesting new strategies required for some of the ships.
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