Thoughts On Hard Mode
Posted: Sat Sep 08, 2012 3:57 pm
Well, I'm certainly enthusiastic enough about FTL to have seen a great many, "Lets Plays," and I had the following ideas for improvements that basically boil down to making this already-challenging game even harder:
- Do not allow seeing what enemy rooms are (e.g. weapons systems, shields) unless you have upgraded scanners or see them firsthand with teleported crew. Just scanning is a little too easy - perhaps block scanning with shields so you at least need to bring them down first. Just remembering enemy hulls may be a little too easy - randomize room placement a bit from ship to ship. The goal is to make it harder to pin down key systems without removing the ability to selectively target rooms.
- Prevent damage to weapon systems from completely taking down enemy weapons - the issue being that keeping enemy ships perpetually unable to fire on you is a lot less challenging than taking some kind of fire, even if it is reduced to one or two weapons.
- When in a sector with the rebel fleet, take periodic environmental damage from supporting rebel cruisers. This would be handled similarly to solar flares, but only affecting you and not just restricted to fires. A shield-piercing missile or two every minute would probably get the message across that this is not the safest place to stick around.
- Spending too long, unpaused, at the same beacon will cause the rebel fleet to advance without jumping/waiting. The goal is to put a sense of urgency on how much time you can spend repairing/ect after a fight. Ideally, there would be some kind of on-screen indicator showing how much time you have left.