Suggestions and feedback for AE expansion
Posted: Mon Apr 14, 2014 6:30 am
Hi guys, I've been greatly enjoying the AE expansion and according to steam I now have over 200 hours into the game. My stat page says I've played almost 250 games of FTL, although my win percent is still only about 15%...
Anyhow I'd just like to give some feedback on what I have experienced so far. There are a number of things I would consider issues and I've come across a couple of actual bugs.
1. Missile weapons are not competitive
Since the AE patch I have played roughly 30 games, at least 10 of which have been victories, one with each of the Cruiser A variants. I have not used a missile weapon in any of those boss fights. Even if the game starts me with useful missile weapons (Rock Cruiser A) I always end up replacing them over the course of the game, and rarely purchase missile weapons at the store. Missiles are useful and powerful, but they are rather overshadowed by other weapons, particularly with the new chain and charge variants. Missiles do not compare very favourably to self-teleporting weapons. While both of them bypass shields and can miss the target, missiles charge slower, draw more power on average, and are subject to being shot down by defence drones and random chance when projectiles collide. Part of the reason I tend to eschew missiles in general is that destroying enemy ships outright is rarely as beneficial as capturing and salvaging it. The higher scrap yield is great on Easy and necessary just to survive on Normal and Hard.
I'm not entirely sure what can be done to fix this, simply making missile weapons better would punish the player too much because the AI uses the same weapons that we do. I think improvements to make missiles more versatile and useful in situations other than direct damage would make them much more useful to players. Here are some suggestions off the top of my head:
General Improvements:
- Weapon charge times could use a balancing pass in light of the new AE content
- Breach missiles should have a 100% chance of causing a breach. Considering how much time and effort goes into landing a shot with this thing, it's very frustrating when you count on it to breach a room and it doesn't.
- Hacked missile weapons should not lose their charge, only stop charging and or be unable to fire until the hack wears off. The theory is that since they are assembling a missile out of nanites or whatever, they don't just have batteries that lose their charge when disrupted. This would give missile weapons a unique advantage and counter the fact that most missiles have a charge time of 10+ seconds and will therefore never fire a single shot ever again if hit by a level 3 hack.
- The longer a missile remains fully charged in it's launcher and has a visible target, the missile could "lock on" and improve it's accuracy by 5% increments. This gives you a tradeoff between instant firepower and a more strategic aimed shot when ammunition is scarce.
Augmentations: (bonus points to whoever spots the reference)
- Fast Missile Racks: Missile weapons that are fully charged before you jump start fully charged in the next system. Essentially a more limited weapon pre-igniter that works only for missiles.
- Dauntless Guidance System: Missiles that miss the target will curve around and attempt to hit a second time. However when they do this the missile will land on a random room, not the one you targeted specifically.
2. Anti-Hull weapons far less useful now
Anti-hull weapons are stuff like the Hull Beam which have larger charge times and power draws compared to their normal equivalents. The tradeoff is that they deal double damage when hitting empty rooms. Now the problem with this is that AE added new ship systems and enemies that would normally have empty rooms no longer do! So when fighting most enemies these weapons no longer have any benefit to justify their higher costs.
I would suggest a simple change: Anti-Hull weapons deal double damage when targeting empty rooms, OR rooms with a system that has been fully destroyed.
The tradeoff is exactly the same. You can hit a room with a system in it for normal damage which knocks out that system. OR you can hit an empty or disabled room for extra hull damage instead of disabling another system.
------
More to come soon. Oh and those bugs I mentioned. There are a couple of dialog errors for events in the Abandoned Sectors.
- Friendly planet w/ ASB under Lanius attack event: This particular event has a large Lanius vessel attacking a colony with an ASB. In one of these battles I happened to successfully board and eliminate the crew of the Lanius ship. However when I did this there was no victory dialog or message, only a tally of the salvage I was able to pull from the wreck.
It seems like they expected this event to always end up with a destroyed ship because of the ASB and didn't include any dialog to account for a ship capture. You still get the scrap and everything it's just a little jarring to see an empty dialog with no text. Should be an easy fix though.
- Lanius ship blue event: There is one particular even that pops up in abandoned sectors. You come across a Lanius ship who does not immediately attack. There is a blue option for lanius crew that has your crewman ask if the other ship needs assistance. The other ship will then request you give them some consumables, fuel/missiles/drones etc. Now the problem with this event is that there is no way to back out of this transaction. I didn't have enough fuel or drones to meet the amount he was asking for, the only option that wasn't greyed out was to trade 8 missiles for scrap. I really wanted to keep those missiles but there wasn't any option to refuse so I had to go through with it just to continue.
Should be another easy fix, you just need a 4th dialog option for "sorry never mind" or even "attack" and stuff like that.
Anyhow I'd just like to give some feedback on what I have experienced so far. There are a number of things I would consider issues and I've come across a couple of actual bugs.
1. Missile weapons are not competitive
Since the AE patch I have played roughly 30 games, at least 10 of which have been victories, one with each of the Cruiser A variants. I have not used a missile weapon in any of those boss fights. Even if the game starts me with useful missile weapons (Rock Cruiser A) I always end up replacing them over the course of the game, and rarely purchase missile weapons at the store. Missiles are useful and powerful, but they are rather overshadowed by other weapons, particularly with the new chain and charge variants. Missiles do not compare very favourably to self-teleporting weapons. While both of them bypass shields and can miss the target, missiles charge slower, draw more power on average, and are subject to being shot down by defence drones and random chance when projectiles collide. Part of the reason I tend to eschew missiles in general is that destroying enemy ships outright is rarely as beneficial as capturing and salvaging it. The higher scrap yield is great on Easy and necessary just to survive on Normal and Hard.
I'm not entirely sure what can be done to fix this, simply making missile weapons better would punish the player too much because the AI uses the same weapons that we do. I think improvements to make missiles more versatile and useful in situations other than direct damage would make them much more useful to players. Here are some suggestions off the top of my head:
General Improvements:
- Weapon charge times could use a balancing pass in light of the new AE content
- Breach missiles should have a 100% chance of causing a breach. Considering how much time and effort goes into landing a shot with this thing, it's very frustrating when you count on it to breach a room and it doesn't.
- Hacked missile weapons should not lose their charge, only stop charging and or be unable to fire until the hack wears off. The theory is that since they are assembling a missile out of nanites or whatever, they don't just have batteries that lose their charge when disrupted. This would give missile weapons a unique advantage and counter the fact that most missiles have a charge time of 10+ seconds and will therefore never fire a single shot ever again if hit by a level 3 hack.
- The longer a missile remains fully charged in it's launcher and has a visible target, the missile could "lock on" and improve it's accuracy by 5% increments. This gives you a tradeoff between instant firepower and a more strategic aimed shot when ammunition is scarce.
Augmentations: (bonus points to whoever spots the reference)
- Fast Missile Racks: Missile weapons that are fully charged before you jump start fully charged in the next system. Essentially a more limited weapon pre-igniter that works only for missiles.
- Dauntless Guidance System: Missiles that miss the target will curve around and attempt to hit a second time. However when they do this the missile will land on a random room, not the one you targeted specifically.
2. Anti-Hull weapons far less useful now
Anti-hull weapons are stuff like the Hull Beam which have larger charge times and power draws compared to their normal equivalents. The tradeoff is that they deal double damage when hitting empty rooms. Now the problem with this is that AE added new ship systems and enemies that would normally have empty rooms no longer do! So when fighting most enemies these weapons no longer have any benefit to justify their higher costs.
I would suggest a simple change: Anti-Hull weapons deal double damage when targeting empty rooms, OR rooms with a system that has been fully destroyed.
The tradeoff is exactly the same. You can hit a room with a system in it for normal damage which knocks out that system. OR you can hit an empty or disabled room for extra hull damage instead of disabling another system.
------
More to come soon. Oh and those bugs I mentioned. There are a couple of dialog errors for events in the Abandoned Sectors.
- Friendly planet w/ ASB under Lanius attack event: This particular event has a large Lanius vessel attacking a colony with an ASB. In one of these battles I happened to successfully board and eliminate the crew of the Lanius ship. However when I did this there was no victory dialog or message, only a tally of the salvage I was able to pull from the wreck.
It seems like they expected this event to always end up with a destroyed ship because of the ASB and didn't include any dialog to account for a ship capture. You still get the scrap and everything it's just a little jarring to see an empty dialog with no text. Should be an easy fix though.
- Lanius ship blue event: There is one particular even that pops up in abandoned sectors. You come across a Lanius ship who does not immediately attack. There is a blue option for lanius crew that has your crewman ask if the other ship needs assistance. The other ship will then request you give them some consumables, fuel/missiles/drones etc. Now the problem with this event is that there is no way to back out of this transaction. I didn't have enough fuel or drones to meet the amount he was asking for, the only option that wasn't greyed out was to trade 8 missiles for scrap. I really wanted to keep those missiles but there wasn't any option to refuse so I had to go through with it just to continue.
Should be another easy fix, you just need a 4th dialog option for "sorry never mind" or even "attack" and stuff like that.