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Re: [MOD][WIP] FTL Infinite Space

Posted: Tue Nov 13, 2012 6:50 pm
by DrkTemplar
Kieve wrote:Great mod! The fight was hectic as all hell but tons of fun. :D
I'm glad you're enjoying it, and thank you for posting your experience that was cool!

Re: [MOD][WIP] FTL Infinite Space

Posted: Tue Nov 13, 2012 11:09 pm
by Joefesok
Maybe you should start opening betas

..you know, for science.

Re: [MOD][WIP] FTL Infinite Space

Posted: Thu Nov 15, 2012 4:31 pm
by Joefesok
Kieve wrote:
Joefesok wrote:Salvage events (as in the really dangerous ones with a chance to spawn battleships) don't award scrap unless you fight a battleship and win (fat chance)
So of course you know I had to go hunt one down.
Image
That thing was a goddamn nightmare though. Poor Oni hid in the cockpit with Eliza the whole time, Novik had to bolt for Quartz's weapons room when the first four Mantis boarders finally got into the shield room, I had hull breaches and vented rooms through most of the ship, and the defensive robots just about murdered my boarding crew... My one saving grace I think was that I didn't need shields because they had no energy weapons to sling at me, so I had power to spare for everything else.
*The Retribution did take hull damage, but Repair Arm patched it up nicely after the fight.

Great mod! The fight was hectic as all hell but tons of fun. :D
Go fight the engi assimulator (Run out of fuel + distress beacon), you'll have TONS OF FUN.

Re: [MOD][WIP] FTL Infinite Space

Posted: Thu Nov 15, 2012 10:37 pm
by DrkTemplar
Joefesok wrote:Go fight the engi assimulator (Run out of fuel + distress beacon), you'll have TONS OF FUN.
First person to mention that. :)

The idea here was that running out of fuel could be deadly, and end your game. I didn't want to just destroy your ship without a fight, however the ship is designed to kill any other ship. Since I have yet to get feedback on it, I don't know if that is working as intended. You can run into him without the distress beacon, just lower chance.

Re: [MOD][WIP] FTL Infinite Space

Posted: Fri Nov 16, 2012 1:07 am
by Joefesok
You literally cannot survive against the damn thing. Literally.

Re: [MOD][WIP] FTL Infinite Space

Posted: Fri Nov 16, 2012 1:14 am
by DrkTemplar
Joefesok wrote:You literally cannot survive against the damn thing. Literally.
I should have asked in my last post.

Was your ship maxed out?
Was your ship setup with a teleporter, and if so, did you try to teleport over to defeat him?
If he were weaker (beatable) do you feel it would still make running out of fuel dangerous enough to avoid?

Re: [MOD][WIP] FTL Infinite Space

Posted: Fri Nov 16, 2012 4:04 am
by draconon97
(sorry if this has ben posted before dont feel like sifting thrugh 20 pages) What is up with sector one have level 2 shields and 4 man crews? makes it really hard )and near impossible for some ships) to get thrugh, now i have no clue about balance but could a weapon also be given up front or is that impossible with the game code and would that make it to easy?

Re: [MOD][WIP] FTL Infinite Space

Posted: Fri Nov 16, 2012 4:14 am
by DrkTemplar
draconon97 wrote:(sorry if this has ben posted before dont feel like sifting thrugh 20 pages) What is up with sector one have level 2 shields and 4 man crews? makes it really hard )and near impossible for some ships) to get thrugh, now i have no clue about balance but could a weapon also be given up front or is that impossible with the game code and would that make it to easy?
You aren't the first to mention this, so I will look into this before the next release. I could weaken the ships, I could provide more starting scrap, or I could even give a choice of a starting weapon. Which would you prefer, if given the choice?

Also, which ship were you using, and what do you normally put your initial scrap into?

Thank you for your feedback!

Re: [MOD][WIP] FTL Infinite Space

Posted: Fri Nov 16, 2012 4:23 am
by draconon97
DrkTemplar wrote:
draconon97 wrote:(sorry if this has ben posted before dont feel like sifting thrugh 20 pages) What is up with sector one have level 2 shields and 4 man crews? makes it really hard )and near impossible for some ships) to get thrugh, now i have no clue about balance but could a weapon also be given up front or is that impossible with the game code and would that make it to easy?
You aren't the first to mention this, so I will look into this before the next release. I could weaken the ships, I could provide more starting scrap, or I could even give a choice of a starting weapon. Which would you prefer, if given the choice?

Also, which ship were you using, and what do you normally put your initial scrap into?

Thank you for your feedback!
so far iv tried with all buy slug and engis, the ones i have tried only one iv had a good run on is rockman type a, mantis and crystal type b (aka boarding ships) is near impossable. as for scrap level 2/3 shields then engines along with the power for it, a weapon so burst mk1 leto missles one of the beams and an ion would be a good choice to make

Re: [MOD][WIP] FTL Infinite Space

Posted: Fri Nov 16, 2012 5:33 am
by Kieve
Joefesok wrote:You literally cannot survive against the damn thing. Literally.
Challenge accepted. Image