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    Saturday, October 12, 2019

    Faster Than Light | I now love boarding. Also Slug unlock.

    Faster Than Light | I now love boarding. Also Slug unlock.


    I now love boarding. Also Slug unlock.

    Posted: 12 Oct 2019 12:11 AM PDT

    I... I think it's too late for that dude

    Posted: 11 Oct 2019 04:04 AM PDT

    I'm shaking.

    Posted: 11 Oct 2019 11:09 AM PDT

    Yo dawg, i heard you like flak.

    Posted: 11 Oct 2019 06:08 AM PDT

    Mod ship with a crystal flak gun...and no defense

    Posted: 12 Oct 2019 02:46 AM PDT

    It's an ion storm!

    Posted: 11 Oct 2019 08:12 AM PDT

    Potential community-made major rebalances through FTL Hyperspace

    Posted: 11 Oct 2019 08:00 AM PDT

    News of this project making rounds in the community since a few weeks ago made me ponder on some of the more insidious and hard to alter mechanics of FTL. Of course, the game being 7 years old and played, replayed and re-replayed by a majority, there are quite a lot of things that would make sense to change up, yet haven't been discussed openly so much, let alone attempted.

    My ideas may not be the best, the most numerous, nor the most original, but I'm willing to share nonetheless. Perhaps this can prompt more discussion and suggestions!

    Augments

    This could be really interesting, probably more so than other additions, in my opinion.

    • Emergency Replicator: this would be a hidden augment on most or all player gunships (can't be sold or purchased), and the idea is to soften the crippling missile debt on several ships such as Rock A, whilst preserving the need to stock up and use said weapons tactically. Running out of missiles would still depower the missile weapons as usual, to alert you of the situation, but they can be immediately repowered, and they are able to keep firing even when missile reserves are 0. The downside is that replication increases the cooldown on the weapons, to a minimum of 20 seconds. Thus, you'll never be *completely* defenseless, but it's not optimal either to run out of missiles.
    • Advanced FTL Navigation: in the base game it's very often considered a low value investment, and more often than not just sold outright. What if it increased the beacon jump range? Assuming each beacon has a minimum and maximum range that each jump can extend to, in pixels (or however the actual system works, I haven't dipped into any intensive modding at all), this would increase those values by an amount, maybe 50%. Longer distance jumps are more possible and you'll get a better chance at scouting a lot more beacons if you also have Long Ranged Scanners.
    • Race-specific augments: things that respond to receiving damage - Rock Hull Plating, Titanium Systems Casing, Crystal Vengeance - could be altered to increase in effectiveness as hull or system integrity go down. Let's assume RHP starts at 10% effectiveness - not a whole lot, but as your hull goes down it linearly gets more effective, until at 3 hull or less it's 60% chance to resist damage. TSC would start at 20% and scale to 50% chance to negate at <10 hull, however an extra effect it would give is lower incoming system (and maybe ion?) damage by 1 for every 10 hull missing, 1 being minimum; that breach missile hitting your weapons wouldn't take out half or more of your arsenal anymore, unless you're running power hungry weapons. CV would also get the same treatment, scaling from 20 to 100% at <10 hull. Understandably the scaling effects should be limited to the player only, otherwise frustration abound.

    Other augments that deserve love and haven't been balanced through other mods, I wanna hear them in the comments!

    Weapons, Races, Ships etc

    Unfortunately I can't really think of unique ways to modify these things, barring one exception: a more granular power system for all systems. Plenty of 1 power weapons prove to be very high or even top tier, and the difference of 1 power can turn a would-be phenomenal weapon (Burst Laser mk2) into a much more skippable item (Hull Laser mk2). Something like 6 or 8 maximum power requirements per weapon, and appropriately increased reactor and system capacity limits across the board (to ensure using "better balanced" toys won't rob you of your shields or engines too much) could make so a variety of same-power weapons are represented in usefulness more accurately. Why else would you take a Basic Laser, when a Heavy Laser mk1 fires a faster projectile sooner and deals more damage?

    submitted by /u/crisadi96
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