Re: Events
Posted: Sat Aug 03, 2013 12:38 am
To me it seems like 90% Reward, 10% Lose a crewmember.5thHorseman wrote: It always does. I was positive the Spiders encounter was like 90% lose a crew, 10% get a reward.
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To me it seems like 90% Reward, 10% Lose a crewmember.5thHorseman wrote: It always does. I was positive the Spiders encounter was like 90% lose a crew, 10% get a reward.
It´s a reference to the Star Trek episode "Charlie X". http://en.memory-alpha.org/wiki/Charlie_X_%28episode%29SgtFrog wrote: Anyone else notice that the "madman" is ALWAYS named Charlie? What's with that?
wow...that is insanely helpful. the whole "lose a crew member" possibility is so devastating (especially if said crewmember is a yellow **) that I kind wish it wasn't in the game. a recent game I played, I lost TWO guys to the giant spiders, and another to something else. i got down to 2 crew, and came up to ANOTHER spider event. So I just said "screw it" and tried my luck again, figuring the odds couldn't possibly be against me three times in a row, right? luckily, no one died that timeTwinge wrote: There are still several no-brainer choices, unfortunately.
Quarantine is 50% lose a crew 50% no reward. The same is true of Selling Ponies.
Giant Alien Spiders is 50% lose crew, 50% modest reward. (Reward is small enough it's nearly never worth it.)
Nebula Weapons Trader is 50% to give a random weapon, 50% to keep the scrap and give you nothing.
Rescuing Madman is 25% each of: gain 1 crew, lose 1 crew, take hull damage, nothing.
Engi Surrender is 100% if you accept, but only 50% if you explain you're friendly - for the same reward.
Mantis Pods are 33% each of: gain a human, gain a mantis, lose a crew. (This is actually a consideration, but listed here since it's common in these discussions.)
I tweak most of these events in my Balance Mod so that they are more often an actual decision instead of a clear choice every game.