Page 1 of 1

Why does ion damage persist between jumps!?

Posted: Mon Apr 21, 2014 4:06 am
by Mister Sammy
I get so used to having my cloak and teleporter recharge instantly the moment I'm out of danger, that I just lost a great run because OOPS, MY SHIELDS WERE STILL IONIZED FROM THAT PULSAR AND IT STUCK WITH ME BETWEEN TWO JUMPS AND I GOT INTO A FIGHT! Why the inconsistency?! It always throws me off! Sure, I can just make sure to wait for ion damage to go away or drones to rebuild, but seriously, if recharge lock goes away the instant you're out of danger, so should ion damage!

Re: Why does ion damage persist between jumps!?

Posted: Mon Apr 21, 2014 4:13 am
by 5thHorseman
Ships becoming non-ioned is a convenience to keep you from having to wait around when you're not in danger. When you're in danger (and yes, the danger of the pulsar causing more ion damage counts as danger) then clearing all ion damage by jumping away would be taking advantage of that convenience for a benefit.

And if there's anything FTL doesn't like the player to do, it's have an advantage :D

Re: Why does ion damage persist between jumps!?

Posted: Mon Apr 21, 2014 6:40 am
by Levgre
Well, if you classify Ion delay as damage, that puts it closer to system damage, fires, lack of oxygen, all of which do not disappear immediately. It is not really in the same boat as system recharge lock, which you only inflict yourself. So I would not say it is inconsistent.

But really the best answer is "it is the way it is". So you learn to play with it in mind.

My pet peeve is I wish oxygen would recharge faster when you are safe. It takes a lot longer to refresh your oxygen stores, than waiting for ion damage to go away.

Re: Why does ion damage persist between jumps!?

Posted: Mon Apr 21, 2014 6:46 am
by Levgre
Well, if you classify Ion delay as damage, that puts it closer to system damage, fires, lack of oxygen, all of which do not disappear immediately. It is not really in the same boat as system recharge lock, which you only inflict yourself. So I would not say it is inconsistent.

But really the best answer is "it is the way it is". So you learn to play with it in mind.

My pet peeve is I wish oxygen would recharge faster when you are safe. It takes a lot longer to refresh your oxygen stores, than waiting for ion damage to go away. Also I wish there was a warning for low-ish oxygen, can't get beyond never getting surprised by my crew rapidly dying due to those patterned lines. One of my most common causes of crew death.

Re: Why does ion damage persist between jumps!?

Posted: Mon Apr 21, 2014 10:09 am
by Twinge
Levgre wrote:My pet peeve is I wish oxygen would recharge faster when you are safe.
#1 thing I want (other than the Repair Arm to be less abysmally bad). Fast-forward would be great for refilling oxygen, healing crew, letting your crew use the medical airlock, letting anti-personnel drones heal, etc.

Levgre wrote:Also I wish there was a warning for low-ish oxygen, can't get beyond never getting surprised by my crew rapidly dying due to those patterned lines. One of my most common causes of crew death.
There was a warning before AE. Unsure if this was removed by accident or on purpose.

Re: Why does ion damage persist between jumps!?

Posted: Mon Apr 21, 2014 10:56 am
by obliviondoll
Twinge wrote:letting your crew use the medical airlock
Is this a fancy way of saying you make your crew commit suicide to restore their health on a ship with a clone bay?

Re: Why does ion damage persist between jumps!?

Posted: Thu May 01, 2014 7:25 pm
by Jai
I think the low Oxygen warning was removed because of the Lanius. Also, your crew does warn you if they're about to die, and the dark red with stripes is quite noticeable, so it was a fairly redundant warning. I haven't missed it.

Re: Why does ion damage persist between jumps!?

Posted: Fri May 02, 2014 5:27 am
by 5thHorseman
Jai wrote:I think the low Oxygen warning was removed because of the Lanius. Also, your crew does warn you if they're about to die, and the dark red with stripes is quite noticeable, so it was a fairly redundant warning. I haven't missed it.
I've missed it a lot. I frequently am concentrating on the enemy ship so much that I don't look at mine for a while. That's bad, of course, but partially caused by my being used to the alarm in the original game.

And sometimes while I'm playing something in the real world distracts me. In the 2 seconds it takes me to get back to my computer between hearing the "your guys are all going to die" alert and pausing the game, it is literally impossible to get anybody but the nearest to the medbay into that medbay before they die. Yes, I could pause but I am sadly not a perfect machine that always does the right thing all the time.

Losing because you forgot to hit space when someone asks you a quick question and the game not alerting you until its too late is frustrating.

Re: Why does ion damage persist between jumps!?

Posted: Fri May 02, 2014 10:37 am
by Elhazzared
I've only missed this once actually. Was in a ion storm so I had my o2 depowered in order to make power for other "more critical" systems. The fight drags out, I don't remember the o2 then after a while I hear the warning about crew about to die... WTF? Why is there no oxygen on my ship? Did they hit the o2 and I didn't see'?... Oh I've depowered it right. Fortunatly I landed the volley then and it was the rock B so I immediatly dropped the shields, put 2 energy into the o2 and just barely survived... but damn that lack of warning nearly cost me my Rock C unlock run.

Re: Why does ion damage persist between jumps!?

Posted: Fri May 02, 2014 11:44 am
by 5thHorseman
Jai wrote:I think the low Oxygen warning was removed because of the Lanius.
While that is fine, why not keep the "OMG YOU'RE OUT OF O2" flashy thing gone but still give an alert when you go from 26% o2 to 25% o2? The same way you get the heartbeat sound every time your guys go from 26 to 25 health and when you fight guys in your medbay it sounds like an episode of ER?

That way we can have our chocolate AND our peanut butter.