Invent your own environmental hazards
Posted: Wed May 22, 2013 3:41 pm
...that will probably never make it into the game, but who knows what modders will be able to do with FTL Overdrive.
I'll start:
Radiation Sectors (could be paired with other hazards)
Crews of all ships present receive minor damage over time. Zoltan could be immune to this.
Debris Field
Much like asteroid fields, but ships are bombarded with debris from long lost battles instead of asteroids. You receive extra scrap after completing the encounter via salvaging parts from the field. Even more with scrap collector arm.
Crystal Shard Field
Much like asteroid fields, but ships are bombarded with shield piercing crystal shards instead of asteroids. Yes, only in crystal sectors.
Beacon in Low Orbit
Leads to fighting in the atmosphere of a planet (I know, spaceships capable of atmospheric flight aren't exactly a logical ting to build but anyway). Both you and the enemy get a altitude meter on the HUD and your ships abilities to climb altitude is determined by its engine-power. During the fight altitude changes randomly in the upper half of the meter, but better engines let ships climb faster again. Loss of dodge chance through critical damage to engines or helm results in ships descending towards the ground, leading to instant death/heavy periodical damage from crushing into hills/trees/buildings, with different images according to planet.
I'll start:
Radiation Sectors (could be paired with other hazards)
Crews of all ships present receive minor damage over time. Zoltan could be immune to this.
Debris Field
Much like asteroid fields, but ships are bombarded with debris from long lost battles instead of asteroids. You receive extra scrap after completing the encounter via salvaging parts from the field. Even more with scrap collector arm.
Crystal Shard Field
Much like asteroid fields, but ships are bombarded with shield piercing crystal shards instead of asteroids. Yes, only in crystal sectors.
Beacon in Low Orbit
Leads to fighting in the atmosphere of a planet (I know, spaceships capable of atmospheric flight aren't exactly a logical ting to build but anyway). Both you and the enemy get a altitude meter on the HUD and your ships abilities to climb altitude is determined by its engine-power. During the fight altitude changes randomly in the upper half of the meter, but better engines let ships climb faster again. Loss of dodge chance through critical damage to engines or helm results in ships descending towards the ground, leading to instant death/heavy periodical damage from crushing into hills/trees/buildings, with different images according to planet.