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Re: [MOD][WIP] FTL Infinite Space

Posted: Tue Nov 06, 2012 7:24 am
by DrkTemplar
Mj64 wrote:The 'Salvage' Battleship event is EXTREMELY common... as in half the sector sometimes common. I ran into a HUMAN battleship, so i ran away which brought me to a MANTIS battleship, so I ran away, which brought me to a CRYSTAL battleship... Urgh... Please make it rarer! It's like having to fight FTL's boss' third stage minus the guns and zoltan shield...
The event should only appear 3 times max per sector. Are you clearing the sector before going to the end beacon and starting a new one? I'll look into this in case its appearing more often than planned. Thanks!

Re: [MOD][WIP] FTL Infinite Space

Posted: Tue Nov 06, 2012 1:21 pm
by THEBANDIT240
I get the battleships a bit but not that much although they should still be reduced a bit. Also I think there needs to be something to stop the player from just jumping from beacon to beacon as it gets a bit boring maybe making fuel very expensive and rare? I'm not sure.

Re: [MOD][WIP] FTL Infinite Space

Posted: Tue Nov 06, 2012 6:21 pm
by DrkTemplar
THEBANDIT240 wrote:I get the battleships a bit but not that much although they should still be reduced a bit. Also I think there needs to be something to stop the player from just jumping from beacon to beacon as it gets a bit boring maybe making fuel very expensive and rare? I'm not sure.
Do you mean sector to sector? Beacon to beacon is pretty much the core functionality of FTL. I had originally put the Civilian Space Station event at the start of the sector just because I wanted to introduce a new event that gave you options based on your current crew. However being that the event just gives you free stuff (ATM), I think it encourages players to reach the end beacon. If that event wasn't there, would it make a difference?

Or possibly more incentive to explore. Like maybe a quest event is kicked off at the start of the sector. You could choose to navigate towards the quest, or your could choose to ignore it.

As it stands, only 1 beacon per Deep Space sector will have the colonizable event. I'm not sure whether anyone searches this one out or not, but it provides the possibility of getting ship specific augments. Maybe I could make more emphasis on this, which provides a "player goal" of exploring the beacons looking for this event. You could hope you hit it by just going straight for the exit, but your likelihood of running into the event is lower.

I suppose I could create some kind of mini boss at the end of each sector.

Thoughts on any of the above?

Re: [MOD][WIP] FTL Infinite Space

Posted: Tue Nov 06, 2012 8:59 pm
by Whale Cancer
DrkTemplar wrote:Or possibly more incentive to explore. Like maybe a quest event is kicked off at the start of the sector. You could choose to navigate towards the quest, or your could choose to ignore it.
This makes the most sense to me. "You pick up the subspace transponder of a civilian space station and input to to your navigational computer." You could even provide an option menu at the sector beacon such as "Long range scans are picking up numerous contacts in this sector. What should we plot into the FTL computer? 1. Civilian Space Station 2. Military Space Station 3. Large hostile ship contact." Each triggering a separate quest event.
DrkTemplar wrote:I suppose I could create some kind of mini boss at the end of each sector.
As I mentioned before, feel free to use my adaptations of cruisers for something like this. I have 3 cruisers up (with 2 skins each), and the rest should be up by the end of the week. http://www.ftlgame.com/forum/viewtopic.php?f=11&t=4307

Re: [MOD][WIP] FTL Infinite Space

Posted: Wed Nov 07, 2012 1:17 am
by DrkTemplar
Whale Cancer wrote: As I mentioned before, feel free to use my adaptations of cruisers for something like this. I have 3 cruisers up (with 2 skins each), and the rest should be up by the end of the week. http://www.ftlgame.com/forum/viewtopic.php?f=11&t=4307
I downloaded those and tried to implement them, however they appeared far to large to fit in the Enemy Target Hud. Also the Shields were pushed down. So I already started converting them myself, however if I'm just missing something I would much rather use your work (credit given of course) and focus on other things.

Re: [MOD][WIP] FTL Infinite Space

Posted: Wed Nov 07, 2012 4:37 am
by redshift690
Hi DrkTemplar
Just installed your mod today, and been playing it all day. This is really a great idea, and I have really been enjoying it! The things I like most are the space stations at every new sector that allows you to use the unique abilities of your crew to augment your ship for your exploration of the new sector. Like if you have a Rockman aboard you can have him patch up your hull a bit. Outstanding idea! I also like the Colonizable Planet becons that you can explore for loot. Would love to see more events like that! :D

The only bugs (or things i would change) I have found so far are with the salvage starship beacons, and the auto exit beacons. The salvage beacons do not award me the loot when I choose to look for scrap, and successfully find some without a battleship spotting me, and eviscerating me.

I do not care for the auto exits. I would at least give the option to stay in the current sector or move on to the next. :)

All in all though it is really a great idea, and can't wait to see how it turns out. Thanks :D

Re: [MOD][WIP] FTL Infinite Space

Posted: Wed Nov 07, 2012 4:48 am
by Mj64
The auto-exits MAY (unsure of this) be removed due to it being INFINITE sectors, as the sector choosing is gone, my recommendation for how it works is like how it was before, have a sector event, and in the FTL jump menu, have the 'Next Sector' button, and hitting it makes the auto-jump how it stands now.

Re: [MOD][WIP] FTL Infinite Space

Posted: Wed Nov 07, 2012 5:08 am
by Joefesok
The mod has once again become amazing. I was running 0.1.6 (silly me), so that may explain it.

Re: [MOD][WIP] FTL Infinite Space

Posted: Wed Nov 07, 2012 5:13 am
by Whale Cancer
DrkTemplar wrote:
Whale Cancer wrote: As I mentioned before, feel free to use my adaptations of cruisers for something like this. I have 3 cruisers up (with 2 skins each), and the rest should be up by the end of the week. http://www.ftlgame.com/forum/viewtopic.php?f=11&t=4307
I downloaded those and tried to implement them, however they appeared far to large to fit in the Enemy Target Hud. Also the Shields were pushed down. So I already started converting them myself, however if I'm just missing something I would much rather use your work (credit given of course) and focus on other things.
Ah yes, the shields need to be fixed (that is mentioned in the post).

As for the size, there is no way to fit them in the enemy box. That is just a reality of the engine. I don't find it detracts from the game, but if you do I wish you luck in editing the sprites down (that would be rather hard, to be honest).

Re: [MOD][WIP] FTL Infinite Space

Posted: Wed Nov 07, 2012 5:49 am
by Macropyre
I just registered on the FTL forums. Hi!

I have to admit, this is a pretty damn swell mod. I can finally not get mad about playing FTL for hours now.

Except for one thing. Those battleships are EXTREMELY OVERPOWERED.

That, or I was RNG-outplayed because the one Fed Battleship that I got from that random event had 3 level 2 beam drones, a level 4 shield, and four active weapons up at the same time.

I mean, what the hell? :endrant:

Asking for a bit of a balance. Still broken to an extent.