Various gameplay thoughts
Posted: Fri Sep 07, 2012 4:25 pm
Been having a blast playing the FTL beta this week. Here are some thoughts that have occurred to me while playing:
- It would be really helpful for new players if the game showed tooltips when you hover over enemy system icons, as it is possible to encounter ships with cloaking devices and such before the player is able to acquire them.
- Because of some strange game logic with their special ability, having a Zoltan crew member pass through rooms in your ship can have some undesired effects. I'm pretty sure I've had them cause weapon systems to go inactive that were active when they entered the room, for example.
- In order to stop firing a weapon without powering it down, I have to anachronistically act as if I'm going to re-target it but then cancel the targeting action (thus targeting nothing). A button and/or hotkey to clear the target might be preferable.
- When attempting to click on doors to toggle them, nothing happens the first time. Some people may like this as a feature that prevents accidental clicks, but I find it a bit annoying.
- It might be nice to be able to have a "chained" weapons mode where all weapons charge before any weapons fire, and then they all fire in the sequence of their hotkey/position number. Because shields regenerate so quickly, it seems worthless to have a weaker-but-faster weapon that's always going off after an enemy's shields have recovered from a stronger-but-slower hit a couple seconds earlier.
- Teleporters ought to be nerfed a bit, at least on easy mode. It seems that every time I encounter an enemy with one, they manage to beam some guys over before I can do anything - even though I immediately pause the game and target all my weapons at the teleporter system as soon as I jump in. At the very least, they shouldn't work through shields (if they do - I'm not sure). Also, I've noticed that 2-3 guys always seem to beam over, which is kind of harsh considering that the player only starts out with 3 crew in total.
- It would be really, really helpful if hovering over a beacon on the sector map would temporarily show the dotted lines (perhaps in a different color) to the other beacons that can be reached from there - at least for visited beacons. I often find myself agonizing over whether I should risk exploring a beacon due to the currently unknown risk of having to backtrack in the case that the destination under consideration is just slightly too far from another beacon that I'm trying to eventually reach; I find that this agonizing is not fun.
- Having to upgrade both your reactor capacity and a specific system in order to make that specific system more effective generally feels like a double penalty. I understand that this mechanic is in place because (1) you want to allow players to be able to juggle a shared pool of energy amongst various systems, and (2) it costs different amounts to upgrade the capacity of different specific systems.