Ideas for DLC or FTL2

General discussion about the game.
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Thglump
Posts: 1
Joined: Mon Sep 17, 2012 1:30 pm

Ideas for DLC or FTL2

Post by Thglump »

  • REALTIME mode - now rebel fleet jumps only when you jump so you have all time in the world to get your ship into perfect state before jumping. Make it that rebels jump every 3 minutes pressing you to do things quickly, jumping with barely fixed ship. Events like helping colony will take some time. If rebels catch you you have 3 minutes to jump before fleet will kill you (regardless if you killed that elite fighter or not)
  • REACTOR ROOM and RESERVE POWER - Make reactor work like any other system. If it gets damaged you lose available power, destroyed reactor = no power. Ability to buy and upgrade reserve power, that will charge from unused energy and can be used to temporally power systems if reactor is damaged or even have higher reactor output than possible. Something like 2 bars of reserve power, and 1 unspent reactor power. Reserve power will slowly charge from it, and then you can power 3 bar system.
  • STORAGE ROOM - Place where fuel, rockets, drone parts and scrap is stored. Can be hit, if you want to destroy enemy storage of rockets make his weapon useless (but then you get less loot), can be pillaged by boarding party if you want some loot and jump away without destroying ship. Same they can do to you.
  • HARDENED SHIELD - Ability to switch shield between normal and hardened in combat. Hardened shield is 2 normal (4 bars), missiles dont penetrate them and prevent teleporting enemies and weapons onboard. For every other weapon it act like normal shield (so against lasers you will have only 2 shields instead 4)
  • MORE MEANING TO OTHER SYSTEMS - You lost door control, sensors, O2. Whatever. These systems higher importance.
    • Door - Destroyed doors dont work. You crew spend 1s when going through doors (maybe more for blast doors), to open it manually. Possible short circuit to random open some doors - bad if airlock door is among them.
      Upgrade to blast doors should not disappear when door control is damaged. Instead they randomly let enemies through like they would be crew.
    • Sensors - should give higher hit chance (and could be manned), upgraded could show where is enemy aiming their weapons.
    • Drone control - should be manned. When manned drones should have higher efficiency, and you can (but dont have to) directly control them.
    • O2 - should be manned, allowing distribution of air, and releasing toxic gas in room with intruders
  • small things -
    • If you have upgraded sensors, show enemy flt charge, so they dont leave with your crew onboard
    • Now its 100% hit or 100% miss. There should be partial miss - you hit ship but wrong room.
    • Ability to get higher masteries, based on race - engi could get higher mastery in repair than others
    • Beam weapons are quite useless unless they have high dmg. Maybe possibility to pinpoint them instead swing, being able to pierce through 1 shield without dmg reduction (without destroying it)
    • Overload system - assign more energy bars so system than its upgraded for. 20% chance to damage system per minute/bar
    • another campaign - start with small ship, with ability co conquer buy bigger ships, up to capital one.
mredge73
Posts: 5
Joined: Mon Sep 17, 2012 1:40 pm

Re: Ideas for DLC or FTL2

Post by mredge73 »

It would be great to have game play similar to the Smugglers games:
http://www.nielsbauergames.com/games.html

But with FTL's superior combat system.

If you like FTL you owe it to yourself to play Smugglers.
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