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Re: FTL Captain's Edition 1.265/Inf 1.264/EL 1.264b

Posted: Wed Nov 19, 2014 11:32 am
by el Rago
Hi again

Image

little alligment error. contested space, the usual mods

Re: FTL Captain's Edition 1.265/Inf 1.264/EL 1.264b

Posted: Wed Nov 19, 2014 11:36 am
by Gencool
Depending how quickly I can deal/get frustrated with Sleigher and Tardis, I might have a look at some more CE friendly Zoltan alts, and I'd be happy to work with anyone who's making portraits =D

Re: FTL Captain's Edition 1.265/Inf 1.264/EL 1.264b

Posted: Thu Nov 20, 2014 6:52 pm
by rannl
MOD EDIT: Please don't quote the spammers.

WTF ? Ain't there some spam regulation over here ??

Re: FTL Captain's Edition 1.265/Inf 1.264/EL 1.264b

Posted: Thu Nov 20, 2014 7:26 pm
by Russian Rockman
rannl wrote:MOD EDIT: ESPECIALLY don't double-quote them!

WTF ? Ain't there some spam regulation over here ??
There's tons of spam on the forums lately... It may be all the same type of bot.

Re: FTL Captain's Edition 1.265/Inf 1.264/EL 1.264b

Posted: Fri Nov 21, 2014 11:53 am
by Krazyguy75
I came up with a suggestion for a new type of enemy:

Satellites: Each satellite would have a different focus, but all of them would share the same traits such as no crew and low health. They'd all be transmitting signals, which are based off the ol' jumping to warp thing, and if you let them go, you will end up with something bad, based off the type. They would also have a chance of having artillery equipped, for the old satellite cannons. Overall, high offense, low defense.
Rebel: Fleet boosted x2
Mantis: Mantis battleship (whatever they are called again) attacks you and damage to hull.
Slug: Pay slugs high scrap or x3 fleet boost.
Lanius: Lanius ship attacks you with PDS support.
Rock: High power rock battleship attacks.
Zoltan: Summons Zoltan ship, lose half your reactor power due to EMP.
Crystal: Goes unanswered... with a very small chance of a very powerful Crystal ship and hull damage.
Pirate: Bounty hunter attacks.
AI: AI ship attacks and lots of AI boarders.
Civilian: If you chose to attack it and let it get away, +1 fleet boost with chance of Bounty Hunter.

Re: FTL Captain's Edition 1.265/Inf 1.264/EL 1.264b

Posted: Sat Nov 22, 2014 12:36 am
by NarnKar
The problem with your "transmissions" idea, Krazyguy, is that you can't spawn more than one enemy ship per event. So you can only spawn the satellite, without spawning another ship afterwards. Damage would have to be done through events--which already happens, courtesy of turret self-destruction.

Re: FTL Captain's Edition 1.265/Inf 1.264/EL 1.264b

Posted: Sun Nov 23, 2014 12:26 pm
by R4V3-0N
I wounder if CE has an event in the lanius sector that allows some native Lanius strip some of your hull (aka take hull damage) and you get quite a bit of scrap in return. (more scrap then what repairs would cost, at least by double)

Would be cool and throws in a bit of a gamble. (option for 25 hull, 20 hull, 15 hull, 10 hull, 5 hull, 1 hull)

Re: FTL Captain's Edition 1.265/Inf 1.264/EL 1.264b

Posted: Sun Nov 23, 2014 7:02 pm
by Sleeper Service
I considered something like this as a Lanius blue option for the Hull Repair Kit aug, but discarded it for being hard to balance and feeling off as a permanent options. Making this a Lanius event might be more feasible.

Re: FTL Captain's Edition 1.25/Inf 1.25/EL 1.25

Posted: Mon Nov 24, 2014 6:35 am
by NewAgeOfPower
stylesrj wrote: Was this before AE? Because I've tried ships with up to 7 layers of shields.

Not only do they block missiles (1 damage each missile) they are also shown on the UI the same way the 5th layer does, except over the other two bubbles.

The only real issue with them was that the system itself beyond 10 health bars would be damaged and require repairs every time you reloaded a save game or encountered a ship that would have them (which should be rare. That Mantis Teleporter Barge at Sector 4 was fixed).
T'was indeed pre-AE.

However, our current issue is puttng 14 power into shields; especially with current power/crash limitations?

Re: FTL Captain's Edition 1.265/Inf 1.264/EL 1.264b

Posted: Mon Nov 24, 2014 7:49 am
by stylesrj
NewAgeOfPower wrote:
T'was indeed pre-AE.

However, our current issue is puttng 14 power into shields; especially with current power/crash limitations?
I thought the current issue was something more... electrifying

*rimshot*

You can always go with the Zoltan Magistrate approach and make a 2x4 shield room and put 8 Zoltans in it to cover the power shortage issues.