I have but one simple request for any FTL update. Players can infinitely inflate their scores by killing ships in rebel controlled space. Developers had the logic for these ships not to give scrap so why give points? Please remove this as any scoring system is pointless when you can easily farm forever. I avoid what I can but avoiding the rebels completely is impossible when you're trying to get the most nodes out of a system. Also it makes any score comparing dubious.
Please don't post additional/off-topic ideas here but if you agree post so we can get this noticed and fixed. Thank you and otherwise I like FTL .
What does it matter to you if other players 'boost' their scores by farming elites? They want to grind through a prolonged game like that, good luck to them.
Comparing scores is a pointless (see what I did there?) exercise anyhow; how do you compare scores on a Stealth B run when Player A lucked into a Pre-Ignitor in the first sector and Player B got shafted by the RNG gods and ran into beam drones every second jump?
Let me put it this way if comparing scores is pointless (and I do likey your pun ) why have scores at all? Once you've found everything what reason is there to continue to play if not to see how high a score you can get?
I also like comparing my score with others to see if they have taken it farther or have some 1337 technique I've been missing. You know brag about this ship being the best or this great run and score is part of that. Having to ask if they are farming or if they even know they are farming is tiresome. I wholeheartedly agree score in FTL is a large percentage luck but a scoring system that can be manipulated at will is flat broken.
Even if it's just me on some system rolls there will be a half dozen nodes behind the exit. This means if I want that scrap I'll be padding my score (EDIT: by fighting rebels to get back to the exit) even though I don't want to.
The bottom line is if you don't care about scores this fix shouldn't effect you at all. If you do care about scores it just takes them from being completely useless to at least showing what is possible in luck or skill .
Last edited by The Mighty Gerbil on Mon Nov 18, 2013 6:04 am, edited 2 times in total.
Post if you want the scoring to be fixed, yes I am posting.
I want you to get more score.
Why? no shops, no scrap, no profit, using/ fasted recourses, If people want to farm then fine, if they actually got a ship to a standard they can farm then good on them! but those who play the game normally, being in that situation you figured out you can't back the jump and have to make a complete return back to the starting front area and curve around the star map is really frustrating and highly risky.
For those who may not understand the exploit I want removed has virtually 0 risk and can produce a score as high as your patience allows. Search "FTL Nearly Invulnerable Unlimited Score Farming" on youtube to see an example of what I mean. I've done it with several different builds, on normal runs, but builds aren't the point. Once you get to the point of surviving rebel space without damage you can farm it infinitely as there is basically no risk.
I don't see how you code can distinguish between farming Rebels and legitimatly getting stuck in a dead end behind enemy lines, or running out of fuel.
Maybe limit score giving Rebels (in behind the lines encounters) to 10 per sector. It's unlikely you'll see more. But if someone wants to farm, why remove their reward?
I don't think fighting the rebels should get you any score. If anything maybe make it a negative for getting caught. Gives it even more of a strategy to deciding whether to hit a few more beacons or just go on to the next sector.
I agree, the scoring system should be used to compare runs with other players, not to “spicing the numbers”. If you decide to take on the rebels, it’s not representative of a “normal” run.
Killing rebel ships behind enemy lines shouldn´t yield any score. If you’re powerful enough to do it, bragging rights should be the only reason.
But ultimately I think you should lose by default if you run TOO far behind.
I´d like to know if this scoring system was intended by the dev.’s or a result of exploiting the game.