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

Distribute and discuss mods that are functional. Moderator - Grognak
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slowriderxcorps
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Re: FTL Captain's Edition 1.096b

Postby slowriderxcorps » Fri Feb 07, 2014 12:59 pm

Mr. Mister wrote:You can't partially damage enemy ships via events, can you?


If it were possible, I would've been able to cause the Crystal ship that appears in Part 1 of the Crystal quest to blow up after taking either the pod or the weapon. Unfortunately, it doesn't seem like it's doable.
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Mr. Mister
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Re: FTL Captain's Edition 1.096b

Postby Mr. Mister » Fri Feb 07, 2014 1:07 pm

Could you cause an int overload with the right HP and a repair drone?
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Sleeper Service
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Re: FTL Captain's Edition 1.096b

Postby Sleeper Service » Fri Feb 07, 2014 1:20 pm

Mr. Mister wrote:Pirate Homeworlds is not the right thing to think. Think of it more like Headquarters, even with Mafia instead of piraets...


Yes its all good, you made that point several time and I probably should have mentioned that this is what is planned anyway. :D I already put that term in quotation marks because of that. It's term that will never appear ingame and people can get what it is about easily. The whole government-influence-vaining-orginized-crime-has-taken-over is definitely planned for this. *shrug*
Mr. Mister
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Re: FTL Captain's Edition 1.096b

Postby Mr. Mister » Fri Feb 07, 2014 1:43 pm

Biohazard had something unexpected happen to him: an enemy ship oneping an airlock for a split second. Would've been a great WTF moment had he chosen to board that one room.
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Sleeper Service
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Re: FTL Captain's Edition 1.096b

Postby Sleeper Service » Fri Feb 07, 2014 2:10 pm

Wow I didn't know this is possible. Also no idea what caused that. I started adding airlocks to enemies cause I thought they might be relevant for AE. Realized later that the Rebel Fighter shown in the first AE trailer already has that airlock in vanilla.
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Kieve
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Re: FTL Captain's Edition 1.096b

Postby Kieve » Fri Feb 07, 2014 5:09 pm

CaptRavo wrote:This mod is harsh.


That's... pretty awful.

Sleeper, I know this is your mod and you'll do as you please, but I'd highly suggest considering the following:
  • Putting a player in a position of helplessness is not fun.
  • The purpose of a game is generally to have fun.
While I won't deny that it's possible to run into no-win situations in Vanilla, CaptRevo's example suggests you're taking things to an extreme that should probably be avoided. Knocking out weapons, drones and O2 in a single event?

...Even without AE, Captain's Edition has become an impressive unofficial expansion pack, and the amount of content you've added boggles my mind. It's an impressive piece of work. But I strongly caution you against overuse of the system-disabling events, not to make things "easier" but to keep control where it belongs - in the player's hands.
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Sleeper Service
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Re: FTL Captain's Edition 1.096b

Postby Sleeper Service » Fri Feb 07, 2014 5:46 pm

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Kieve wrote:While I won't deny that it's possible to run into no-win situations in Vanilla, CaptRevo's example suggests you're taking things to an extreme that should probably be avoided. Knocking out weapons, drones and O2 in a single event?


There seems to be some misconception about what this event does.

First of all: This is not a fight, it is a radiation event where you basically have to endure an amount of time during which your life support situation worsens. The derelict enemy ship/station sits ther and none of you can take shots (visible on the screen shot, placeholder enemy with no offensive capabilities). Most of the time this hazards are very manageable. Weapons and drones being disabled has no impact on the event. System limitations and and the harmless enemy dummy station only exist to keep oxygen disabled, because exiting combat resets system modifiers on that.

Second: The player might be helpless in this particular situation, but he wasn't before. Fuel is available at every shop. Life support lvl 3 can negate this hazard and is also available everywhere. Nebula in Industrial sectors could to some extend be avoided, at last till you found a shop for fuel, which are always located outside of the clouds. Of course the player might not know this. Just as he can/she might not know how to deal with suns when beginning to play FTL. It's a new learning process for CE.

Also: This whole scenario is pretty rare. Which, I admit, does not make it obvious to the player that the radiation event can be so deadly. But the player can definitely gather that running out of fuel is lethal during other situations in CE. This particular scenario is just as rare as the stalemate-out-of-fuel scenario I'd say. I can't remove neither of these in an elegant way. In the end I'd rather keep the Radiation events in the mod, instead of removing them because of the remote possibility that this dead-end situation happens. Lowering the life support requirement for negating radiation to lvl 2 would be possible, but does not matter for the overall discussion if this situation should exist, cause it still could exist if the player does not upgrade.

@ CaptRevos: I'm sorry if this scenario ruined your fun with the mod here. I'm sure you will never again venture into Industrial Clouds when on low fuel, should you continue to play CE. :D
Mr. Mister
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Re: FTL Captain's Edition 1.096b

Postby Mr. Mister » Fri Feb 07, 2014 6:09 pm

Reminds me when I first ventured into the nanocloud. I didn't realise that every jump would chip away my health, and just when I did, I found myself with only 1 HP and surrounded by nanocloud beacons only.


No-win situations already exist in vanilla game, and not only when running out of fuel: there's the classic can't-exit-medbay-and-repair-LS situation, which becomes insta-lose if cockpit/engines are offline as well.

because exiting combat resets system modifiers on that.

Oh, I thought it was just to extend the FTL recharge time, as it recharges noticeably quicker outside of battle (hazards only).

Oh, and sleepy: you didn't add the Chaff launcher to the BA weapons showcase image.
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slowriderxcorps
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Re: FTL Captain's Edition 1.096b

Postby slowriderxcorps » Fri Feb 07, 2014 8:41 pm

Unfortunately here to report a crash glitch which happened while recording a run. I have no real information other than that it was in a Zoltan sector, since as soon as I clicked to jump to the beacon, the game died. :(
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Mr. Mister
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Re: FTL Captain's Edition 1.096b

Postby Mr. Mister » Fri Feb 07, 2014 9:10 pm

Zoltan controlled or Zoltan homeworld?