Re: FTL Captain's Edition 1.102b [New Release: CE Infinite 1
Posted: Sat Feb 22, 2014 3:11 am
Whoo!! CE IS! Can't wait to try it out.
Official Forum for FTL: Faster Than Light and Into the Breach
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Whoa.... HELL YEAH!!! I literally jumped on my chair and clapped my hands (to infinite amusement of my 5-years old son... It's always most cherish, when adults do such funny and strange thingsSleeper Service wrote: Well, there you go. It has been requested countless times and now it actually happened. The CE Infinite Addon is up, as you might guess it turns FTL CE into an open end sandbox game.
Only personal source - my grandfather was forcefully mobilized in '54 (which, BTW, was quite a dark time, here in Poland. even if not as bad as before '53) and some of his superiors were using the term. and believe me, considering who they were, there is rather low possibility that they borrowed it from americansThe Captain wrote:Do you have a source for that? Just curious. My Oxford American English Dictionary says Vietnam. And technically 20 yrs prior would be even before WWII, with December '56 as starting date.Estel wrote:... (BTW, "klick" was used in European military slang at least 20 years before Vietnam war)....
I believe it was stated in the AE thread Sleeper started back when it was originally announced. *goes off to find the post*spudcosmic wrote:I wonder how events like this will work with AE's clone bay system. I'm pretty sure that this event, and others like it, "kills" the crew member to remove them, and I'm fairly certain that the clone bay will revive them after the event, despite the fact that they didn't really die. Nothing is certain yet, but it might make these events seems a little bit weird, but it shouldn't be a major issue.Estel wrote: BTW, I loved the star wars'ish (as in original trilogy, nor prequel crap) "enlightened crew member and Zoltan monastery" quest! For a second, I thought that I'm really going to meet my former crew member before eight sector... But, even now, the "we will meet again" thing is good idea! Indeed, I keep wondering what will become of my former crew member.
/Estel
In essence, the clone bay will only make a clone of the 'killed' Zoltan if the event has the appropriate tag.Ora_unit_SR388 wrote:I just got some mail from him, and he added a few things.
Hey Ryan,
As I don't know what you've changed, it's difficult to say what you'll need to do. Ideally it should not be too difficult to make the switch though. 85% of the data works in the same way.
I believe door and sensor stations will default to a certain position, but you'll want to add specific locations if the defaults don't work.
And you'll need to change all of the crew death events to include a new tag that accounts for the possibility of cloning that dead crewmember. I think that's the only significant change to old events.
Cheers,
Matthew
Well that's kind of what I was saying. I don't think scatter lasers should be able to be shot down. They seem to be a quite underused weapon by players. Scatter Missiles on the other hand seem to scare the living daylights out of people when used by the enemy, myself included, even though I know it's totally unjustified because I don't usually rely on defense drones for most ships anyway and they don't do system damage (maybe its because of the sound effect when they hit). Anyway, scatter missiles are hard to shoot down, but tiny high velocity scatter lasers should barely be able to be shot down at all. It seems like what "scatter" missiles would be used fore. Like the "railgun" esque light anti-crew lasers. Except these ones could do actual damage. If you think they're good enough as is though that's fine. It's just I don't think they're unique enough, they seem just like lasers that don't damage systems, scatter missiles are better, there are currently no "damage dealing" projectiles that cannot be shot down. I think this one little change could be balanced out by increasing charge time slightly or the power cost if necessary as well. And i think in sMPK they have shield piercing, increasing they're velocity would make this unnecessary as there are already enough shield piercing weapons.Mr. Mister wrote:I think that light scarrer bursts are fine as they are: their main purpose is to deploy shields for other weapons, and they're damn good at it. Increaseing their projectyle speed is a bit out of the question, as with their speed, tier 2 defense drone already have trouble on some ships, as half the times it will hit the shields before it can be intercepted, and in that case heavy laser defense drones won't have reloaded in time to intercept the shot(s) once your shields are down (only time when they can reliably shoot down the projectyle).
The spread projectiles in the 'kit had been tweaked repeatedly in order to give them a more unique feel to conventional weapons. The Burst Spread-Lasers have a high volume of fire for their power cost (2 for one on the Mark I and 5 for 3 on the Mark II), the Heavy Spread-Lasers have increased hull damage so as to not make them completely inferior to conventional Heavy Lasers, and the Swarm Missiles did have their shield-piercing abilities reduced to 2, so a means to defend against them is easier to obtain. A minor point I should point out is that I did decrease the travel speed of all the spread-weapons by about 1/6th (the difference between the default CE Light Lasers and Light Scatter Lasers), giving them even more of a unique feel.Russian Rockman wrote:Well that's kind of what I was saying. I don't think scatter lasers should be able to be shot down. They seem to be a quite underused weapon by players. Scatter Missiles on the other hand seem to scare the living daylights out of people when used by the enemy, myself included, even though I know it's totally unjustified because I don't usually rely on defense drones for most ships anyway and they don't do system damage (maybe its because of the sound effect when they hit). Anyway, scatter missiles are hard to shoot down, but tiny high velocity scatter lasers should barely be able to be shot down at all. It seems like what "scatter" missiles would be used fore. Like the "railgun" esque light anti-crew lasers. Except these ones could do actual damage. If you think they're good enough as is though that's fine. It's just I don't think they're unique enough, they seem just like lasers that don't damage systems, scatter missiles are better. And i think in sMPK they have shield piercing, increasing they're velocity would make this unnecessary as there are enough shield piercing weapons.
The unfortunate problem is that Tier 2 Defense drones can and will target at any incoming shot that isn't a beam weapon. There's no known way to have a projectile be completely invulnerable to them outside of giving them a travel speed so absurdly fast that they hit the target before the drone can intercept it.Russian Rockman wrote:Fair points, I like a lot of the stuff you've done with the sMPK. For vanilla CE though I was just thinking it would be good to have scatter lasers have the added benefit of being unable to be shot down at all, making them the laser variety of scatter missiles, minus shield piercing. Maybe your right though, perhaps increasing th espeed would be too much. Or maybe I'm confused, are they already hard to shoot down with drones? I remember shooting down some scatter lasers before.