I trade only in very rare situations - i.e., when inside non-global nebula & profitable opportunity is on the way (thus, I lose much less fleet pursuit, as it's nebula pursuit x2, only). Also, considering how low amount of scrap we get even from "profitable" trade events, it is worthwhile only up to sector 2, maybe 3.
I think trade is quite interesting idea and I like it, but, as said earlier, there are major flaws:
1. It take space for augments, instead of more logical cargo hold. I understand, that there is no way to script events re items in cargo :/ Again, it results in trade being an option only very early in game, when you have free augment slots, not occupied by something more useful, already.
2. Profit is very poor for sacrificing augment slot AND wasting additional jump's time. The later is deal-breaker, most of the times. I would get rid of additional delay, as it basically kill trade, which isn't very profitable even without it.
/Estel
FTL Captain's Edition 1.308/Inf 1.301b/EL 1.308
- Estel
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- Sleeper Service
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Re: FTL Captains Edition 1.033 [stable]
Hm, removing delay would make trade give you free scrap on the side for every play-through, with almost no downside at all. Increasing global profit might make it more attractive. I still think that it is quite attractive already though, depending on how well your ship is doing. With one trade you basically loose two beacons, for the profit of about one to two mid game beacons, but with no risk involved. Hitting the beacons might give you two fights with more profit, or even free profit, but also might give you nothing or even some degree of loss. Trade is always more safe. But I might look into increasing global profits a little.
(which will be incredible tedious
)
1.034 changelog
-Energy Shield Barge from pirate list removed, purges hull display glitch
-Federation Cargo Ship mount adjusted
-Repair Station redone once more, displayed correctly now?
(which will be incredible tedious

1.034 changelog
-Energy Shield Barge from pirate list removed, purges hull display glitch
-Federation Cargo Ship mount adjusted
-Repair Station redone once more, displayed correctly now?
- Estel
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Re: FTL Captains Edition 1.033 [stable]
Still nothing about exit beacons and drone carriers, eh?
As for trading - yea, I thought like you, when reading it on paper.
Then, in practice, during ~100 playthroughs, I found myself trading (using blue events) like... 3 times? maybe 5? It just doesn't work in practice. It not only cost you mentioned beacons and augment slot, it also "destroys" your careful planning of beacons you will visit staying "on top of the fleet". Maybe the last reason is even most important one?
Anyway, average profit (difference between buying and selling price) of 30-50 scrap is miserable, and may be worth effort only on first two sectors, and even there, most unlikely. BTW, I forget about penalty x2 for buying and selling - the one and only situations where I traded, were when I won some cargo as prize, then found opportunity to sell it. Even then, in 99% of times, it was more profitable to sell it without blue event option, due to delay. I *never* bought some goods.
And all of the above, considering, that I really like idea of trading in FTL. It is just absolutely pointless given the delay price. Maybe it would be worthwile if net profit would be doubled, but I doubt it.
/Estel
As for trading - yea, I thought like you, when reading it on paper.
Then, in practice, during ~100 playthroughs, I found myself trading (using blue events) like... 3 times? maybe 5? It just doesn't work in practice. It not only cost you mentioned beacons and augment slot, it also "destroys" your careful planning of beacons you will visit staying "on top of the fleet". Maybe the last reason is even most important one?
Anyway, average profit (difference between buying and selling price) of 30-50 scrap is miserable, and may be worth effort only on first two sectors, and even there, most unlikely. BTW, I forget about penalty x2 for buying and selling - the one and only situations where I traded, were when I won some cargo as prize, then found opportunity to sell it. Even then, in 99% of times, it was more profitable to sell it without blue event option, due to delay. I *never* bought some goods.
And all of the above, considering, that I really like idea of trading in FTL. It is just absolutely pointless given the delay price. Maybe it would be worthwile if net profit would be doubled, but I doubt it.
/Estel
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Re: FTL Captains Edition 1.033 [stable]
Read the changelogs friend.Estel wrote:Still nothing about exit beacons and drone carriers, eh?

Sleeper Service wrote: 1.033 changelog
[...]
-Fleet delay reward for destroying cruisers on exit beacons restored, happy now?![]()
- Estel
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Re: FTL Captains Edition 1.034 [stable]
Missed your sneaky edit with 033 changelog, = missed whole version release
Request for future - I think that announcing new version is important enough for a new post, even if it mean double posting - otherwise, important content may get totally overlooked (for those of us who, like merely on forum notifications).
Thanks for both versions, then! Will start testing ASAP.
BTW, what "enemy version of effector" means? It is only for enemies, and player effectors are still useless (except for small one)?
/Estel

Thanks for both versions, then! Will start testing ASAP.
BTW, what "enemy version of effector" means? It is only for enemies, and player effectors are still useless (except for small one)?
/Estel
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Re: FTL Captains Edition 1.034 [stable]
Nothing wrong with double posting when it's relevant or at least vaguely topical. Unlike post-editing, a new post shows up when someone clicks on the View unread posts link on the main page.
Report spam using the handy Report Button Mod.
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Re: FTL Captains Edition 1.034 [stable]
Some call it trash (aka useless) others treasure (aka op, for example on reddit). I think they work fine as they are.Estel wrote:BTW, what "enemy version of effector" means? It is only for enemies, and player effectors are still useless (except for small one)?
Enemie versions of weapons are more powerful. They are only available for enemies, to compensate the fact that the ai aims their shot less often on vital things and scatter shots from burst firing weapons all over your ship. Currently only Light Lasers and Effectors have enemy versions.
OK noted.UltraMantis wrote:Nothing wrong with double posting when it's relevant or at least vaguely topical. Unlike post-editing, a new post shows up when someone clicks on the View unread posts link on the main page.
- Estel
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Re: FTL Captains Edition 1.02
Estel wrote: 3. Effectors are great idea, but implementation is glitched. currently, best one is smallest effector, that does 1 Ion damage every 7.5 seconds. Medium and big variants are, in fact *downgrades* - doing 2 and 4 Ion damage, respectively, every 15 or 30 seconds, is just worse - bigger gap between "shots" (= you can use small one to starve enemy of oxygen, but bigger counterparts just won't work well enough), and more granularity (one miss is catastrophic for biggest effector, where smallest one doesn't care so much).
Sleeper Service wrote: A lot of weapons already have been considerable rebalanced (I totally agree with what has been said about Ion drones and Effectors for that part)

Now, pretty please. Don't. Consider. Reddit's. Or. "Let's Play"'s. Comments. A. Valid. Suggestions. Ever.
Unless they can provide some meritocratic arguments to reinforce their claims. "OMG ITS OPMGOZ0R!!!" during random playthrough, or as comment on some stupid portal, is rarely something to care about. People that actually *care* about this mod, are here, patiently hunting bugs, and finding inconsistencies between weapon upgrades, etc.
Cheers,
/Estel
Last edited by Estel on Wed Aug 28, 2013 1:42 am, edited 2 times in total.
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Re: FTL Captains Edition 1.034 [stable]
finding another bug.

glitch weapon placement circled

glitch weapon placement circled
- Sleeper Service
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Re: FTL Captains Edition 1.034 [stable]
Ah ok... I still don't know what causes this, but I will start giving all ships four mounts by default. This seems to eliminate the possibility of this happening.abyssion425 wrote:finding another bug.
glitch weapon placement circled