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Re: [MOD][WIP] FTL Infinite Space

Posted: Fri Nov 16, 2012 5:24 pm
by DrkTemplar
draconon97 wrote: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
Updated the start event last night. Now you will get your choice of a weapon or an additional crew member.

The list is...

Defense Laser Mark I
Leto Missiles
Mini Beam
Small Bomb
Defense Drone Mark I

I hadn't included the Ion weapon, because I myself would always pick that, and it felt "stronger" than any of the other choices. If others disagree, I will include it in the list. Thoughts?

Re: [MOD][WIP] FTL Infinite Space

Posted: Fri Nov 16, 2012 5:29 pm
by VoidInsanity
DrkTemplar wrote:If you're implying that I use the current sector you're in, that will not work for this mod. You ship will never get past sector 1. If you meant something else, please explain. :)
Custom Quest that you use to load your next off the grid sector. Tie it to that. So first time you warp out of sector 1, you add 1. Next time that quest is triggered, its already 1, so its now 2. Rinse and repeat. All you have todo is make a never ending quest chain and you can then trigger certain spawns to only happen after X loop.

Re: [MOD][WIP] FTL Infinite Space

Posted: Fri Nov 16, 2012 6:17 pm
by draconon97
DrkTemplar wrote:
draconon97 wrote: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
Updated the start event last night. Now you will get your choice of a weapon or an additional crew member.

The list is...

Defense Laser Mark I
Leto Missiles
Mini Beam
Small Bomb
Defense Drone Mark I

I hadn't included the Ion weapon, because I myself would always pick that, and it felt "stronger" than any of the other choices. If others disagree, I will include it in the list. Thoughts?
Yea looks good, Other then who is going to pick the mini beam?

Re: [MOD][WIP] FTL Infinite Space

Posted: Fri Nov 16, 2012 6:25 pm
by Kieve
VoidInsanity wrote:
DrkTemplar wrote:If you're implying that I use the current sector you're in, that will not work for this mod. You ship will never get past sector 1. If you meant something else, please explain. :)
Custom Quest that you use to load your next off the grid sector. Tie it to that. So first time you warp out of sector 1, you add 1. Next time that quest is triggered, its already 1, so its now 2. Rinse and repeat. All you have todo is make a never ending quest chain and you can then trigger certain spawns to only happen after X loop.
"Add 1" to what? Is there a way to declare and specify variables in event-code that you know of? There are ways to check system requirements in <choice> tags, but beyond that I'm not aware of any way to keep a running tally on anything... If you know how this is possible, I'm sure it'd open up a lot of new doors for event work.

Re: [MOD][WIP] FTL Infinite Space

Posted: Fri Nov 16, 2012 7:12 pm
by DrkTemplar
draconon97 wrote:Yea looks good, Other then who is going to pick the mini beam?
Well, if you can already drop shields with the existing weapons you have, the beam can do more damage than the Defense Laser Mark I, if you hit more than one room with it. I included it to have a beam type weapon.

For instance the Kestral already has a missile launcher, and burst laser. You could grab the Defense Laser Mark I, but with missiles and burst you should be able to drop enemy shields. A mini beam at that point would output more damage than the Defense Laser Mark I.

In the end, its all preference I suppose. I can replace it, but unless the list becomes to long I say leave it as an extra option.

Re: [MOD][WIP] FTL Infinite Space

Posted: Fri Nov 16, 2012 7:13 pm
by DrkTemplar
Kieve wrote:"Add 1" to what? Is there a way to declare and specify variables in event-code that you know of? There are ways to check system requirements in <choice> tags, but beyond that I'm not aware of any way to keep a running tally on anything... If you know how this is possible, I'm sure it'd open up a lot of new doors for event work.
I'm with Kieve on this one, I don't see how to do this. Example?

Re: [MOD][WIP] FTL Infinite Space

Posted: Fri Nov 16, 2012 9:26 pm
by Kieve
DrkTemplar wrote:
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?
So... it can be done. It's an absurdly bullshit fight, but surviving and winning is possible*.
(Suggested Listening)

Image
Gumpo and Maxim locked down the weapons room. Two engis still slipped past before they could seal the doors, and it took too long for the four of them to bring the little buggers down. Even with one Glaive operating, the Assimilator practically shredded the Retribution. One unfortunate hit took down the Teleporter wholesale, trapping the strike-team aboard.

Cloaking bought enough time for the shields to de-ionize, though it only lasted a few seconds at a time from the drones' constant pummeling. Worse still, the first Singularity missed the drone room, but the second one tagged it. Even two drones were enough to vaporize the shields almost entirely before cloaking could recharge.
Image
In what I can only assume to be foolish pride, Bovee insisted on taking point in the boarding crew. She barely survived - King stepped in to cover her escape between waves of Engi. Meanwhile, Quartz fired Singularities into the Shield room, paving the way for the Assimilator's eventual downfall. With its offensive capabilities offline, the boarders fought a holding action to keep the weapons down, picking off Engis who stayed in the fight too long.
A final Singularity caught the last survior as he healed up in the medbay, and the battle was over.

Image
Novik patched up the teleporter and at last the strike team was able to return home. The Retribution emerged victorious, more scrap than ship but still holding together and with the whole crew alive.
...Eliza learns a valuable lesson about keeping the reactor tank topped off. :roll:

Final Thoughts:
-Well DrkTemplar, that is one murderous ship you've put together. Too murderous. Although I understand the intent, to make an enemy capable of wiping the floor with anyone it crosses, from a gameplay standpoint it's just not fun. The whole "Losing can be fun" mantra only works when you feel like you have a chance to survive and failed. While the Retribution was designed as an assault ship, there are a lot of default ships that won't even have a prayer against this thing. (Not boasting, I just can't see a shield-less Fed Cruiser lasting longer than it takes for the Glaives to power up).
-I'd suggest removing the shield-piercing from "INFINITY_BEAM" and reducing the firing rate on the ion drones. Four of them is overkill, even two proved enough to decimate a lvl 4 shield in seconds. Taken together, that should bring the Assimilator down from "OMG IMPOSSIBLE!!11!" to a potentially winnable fight that you can still expect to lose ~90% of the time.

*If this mod were still using regular sectors, it probably wouldn't be without additional modding, but the fact that the Secret Sector allows you to buy crystal crew and/or lockdown bombs means you can pull off a successful boarding strategy.

EDIT: I should note, the Retribution did not survive its first several attempts to take this thing down. I did an unhealthy bit of savescumming to reach the encounter / defeat it if possible, such that the results above are the end of a very painful learning process and the last strategy I tried. Proving it can be done was the purpose, but not even my Obsidian could stand up to it at first.

Re: [MOD][WIP] FTL Infinite Space

Posted: Fri Nov 16, 2012 9:56 pm
by draconon97
DrkTemplar wrote:
draconon97 wrote:Yea looks good, Other then who is going to pick the mini beam?
Well, if you can already drop shields with the existing weapons you have, the beam can do more damage than the Defense Laser Mark I, if you hit more than one room with it. I included it to have a beam type weapon.

For instance the Kestral already has a missile launcher, and burst laser. You could grab the Defense Laser Mark I, but with missiles and burst you should be able to drop enemy shields. A mini beam at that point would output more damage than the Defense Laser Mark I.

In the end, its all preference I suppose. I can replace it, but unless the list becomes to long I say leave it as an extra option.
Ok i get that, also iv manged 2 sectors with out a single store other then "saved pirate" stores

Re: [MOD][WIP] FTL Infinite Space

Posted: Fri Nov 16, 2012 9:57 pm
by DrkTemplar
Kieve wrote:Final Thoughts:
-Well DrkTemplar, that is one murderous ship you've put together. Too murderous. Although I understand the intent, to make an enemy capable of wiping the floor with anyone it crosses, from a gameplay standpoint it's just not fun. The whole "Losing can be fun" mantra only works when you feel like you have a chance to survive and failed. While the Retribution was designed as an assault ship, there are a lot of default ships that won't even have a prayer against this thing. (Not boasting, I just can't see a shield-less Fed Cruiser lasting longer than it takes for the Glaives to power up).
-I'd suggest removing the shield-piercing from "INFINITY_BEAM" and reducing the firing rate on the ion drones. Four of them is overkill, even two proved enough to decimate a lvl 4 shield in seconds. Taken together, that should bring the Assimilator down from "OMG IMPOSSIBLE!!11!" to a potentially winnable fight that you can still expect to lose ~90% of the time.
Thanks for testing the event, and your feedback!

FYI, all of the custom weapons in version 0.2 no longer exist in version 0.3 (which should be available within 24 hours). I had created those to increase difficulty because the initial feedback I got was that the ships (in some cases) couldn't even harm a player ship. The new custom Beam weapon (that enemy Cruisers will use) do not have shield piercing, which will weaken the Assimilator, compared to version 0.2.

As for the Assimilator itself, if I can reach that ~90% destruction rate, I'll be happy with that. Ideally I want players to avoid running out of fuel because of the increase chance of death in those No Fuel Events. Without a fear of running out of fuel, fuel has virtually no purpose. At least that was the thought behind the event. The Assimilator is just the first attempt at creating such events. Hopefully I'll have more time to work no those, and be a bit more creative.

I will take another look at the ship, and do some tweaking. Thanks again for the story, I enjoy reading those. :D

Re: [MOD][WIP] FTL Infinite Space

Posted: Fri Nov 16, 2012 10:09 pm
by DrkTemplar
draconon97 wrote:Ok i get that, also iv manged 2 sectors with out a single store other then "saved pirate" stores
The sector is defined with 1 to 2 stores, however it's the generic STORE event. I originally didn't include the racial sector stores because they made mention (in most cases) of the area, which I felt didn't really fit in this "everything is possible in one sector" style of gameplay. From the looks of the data they all just call <store/> but I could be wrong. I could simply increase the amount of random text that is displayed (currently only 5 different ones) but I don't think that would change what is actually available in the store. I believe it's simply a matter of item rarity. Maybe another modder can correct me on that.

I'm open to feedback on this issue, its not the first time it's been brought up. I had originally only included 1 store per Deep Space sector thinking that would increase difficultly. Meaning only one place to repair, and what not. However it was simply too easy to just go straight to the end beacon and hunt down the next store. This was later changed to between 1 and 2 stores. Hopefully the next version will encourage exploring the sector before moving on, and therefore may have a higher need for an increase in store beacons.

How many store beacons would you like to see in a Deep Space sector?