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    Faster Than Light | 25 Scrap can save your life

    Faster Than Light | 25 Scrap can save your life


    25 Scrap can save your life

    Posted: 20 May 2020 07:33 AM PDT

    FTL and the Elevation of Table-top philosophy

    Posted: 20 May 2020 06:16 PM PDT

    This is going to be hard to describe but I will do my best. To start off I really enjoy this game, and the focus it has on creating systems that not only work well together, but complement each other, and provide a great sensation (read: are enjoyable), create a sensation almost akin to that of tactility when playing. Yet, for a while I was unable to describe this concept further. It wasn't until I was watching some developer commentary on both this game and ITTB, that I realized a better way to communicate this sensation, liking it to that of a board/tabletop game.

    Now obviously, FTL isn't an electronic board game, nor is it a translation of a board game electronically, but something about the focus on the integration of game systems and communicable information gives me this sensation. Unlike modern video games which can rely on graphics, narrative, and other noise to engage the player (I'm by no means saying this approach is wrong), a lot of board games (sans ones built around player constructed narratives) need to rely mainly on engaging systems to entertain the player. I believe FTL takes these same philosophies and expertly translates it to the electronic format. While such a game like FTL is impossible to be fully non-electronic, due to the complexity of the interactions, and their real time nature, I'd argue that FTL and ITTB follow the philosophies of board games, while utilizing computer software to elevate the game beyond the limitations of the physical media. In some ways this can be as simple as the addition of dynamic music, and in other ways it can be as complex as having multiple conflicting systems running in real time.

    To go into this a bit further, I believe this is heavily a product of how they where developed (The GDC presentations are a great insight into Subset's dev process, and I highly recommend you guys watch it). The biggest similarity is the reliance on consistent interacting systems, as board games really are just a collection of finely tuned systems. There are rules to the game, there are objectives, and there are actions players can take. Where FTL differs from most video games, is that the developers choice to focus and improve upon select systems which directly interact with on another, creating a synergy of systems most modern games lack. The second most important quality to this sensation would be the way in which gameplay/systems, and ui interact. Another defining aspect of Subset games is the philosophy of communicating/telegraphing as much information to players without the need of multiple screens. This self made constraint of limiting the amount of communicable real-estate available, creates an immersive feeling that many other modern games lack, even if their presentation and perspective should arguably more engaging. Yet again, this makes FTL's DNA closer to that of Board games, which while their are exceptions, commonly prioritize on optimization of information communication with the systems they represent.

    Upon this discovery, I have been trying, and failing to find other games that fit within this niche (many of which would be old arcade games). While I believe some of the rogue-like qualities aid in the creation of this sensation, I do not believe this sensation is exclusive to rogue-likes, nor do roque-like characteristics guarantee this feeling. In-fact, as crazy as it seems, the game that most closely replicates this feeling for me is Hotline Miami (the first one not the sequel). The game's focus on a few highly entertaining systems, and optimization of informational communication, while allowing other aspects of the game like the story to take the back seat. I am not certain if my lack of finding similar games is because they are much rarer, or because I just haven't known where to look.

    But what are you're thoughts? What other games give you a similar sensation? Do you believe there a fine distinction between electronic board game and video game? Maybe you think I'm a lunatic who thinks to hard about things, but not enough where he actually knows what he's talking about? Regardless, I'd like to hear your thoughts!

    submitted by /u/Catapult_Power
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    LIST

    Posted: 20 May 2020 02:48 PM PDT

    One hit point. One GOT DANG hit point.

    Posted: 20 May 2020 09:24 PM PDT

    They aren't trying to fix the O2...

    Posted: 21 May 2020 12:08 AM PDT

    Do you like to use music while gaming? If so, check my playlist out! Also, share what you listen to (other than the original ST).

    Posted: 20 May 2020 11:26 PM PDT

    What are your ideas for new ship layouts?

    Posted: 20 May 2020 01:42 PM PDT

    Without going too far from the current lore and making it too OP, what would you like to see in D/C layouts for each ship in the game? My ideas for some of them:

    • Fed D - rebel orange/blue colors, ASB artillery. No idea on what normal weapons should be. Inspired by those cruisers firing at you at occupied beacons.

    • Slug D - mind control and teleporter, compensated with weak offence like dual lasers or a single missile weapon. One or two starting crew (all slugs). Another gimmicky crew-killing setup like the other slug ships.

    • Zoltan D - chain ion and mini beam with, of course, a zoltan shield. Continuing the ion/beam trend of zoltan ships, plus the supershield makes chain ion somewhat viable.

    • Rock D - 3 Rock crew, two-tile teleporter, single artemis weapon. Pure boarding setup like Mantis A.

    • Lanuis C - no O2, all-lanuis crew. Something like adv. flak with mini beam or artemis for the weapons. Makes player to choose between buying O2 for more crew options, or getting four additional systems.

    submitted by /u/Ifyouseekey
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    Okay, mods are fun but they make a lot of the ships impossible

    Posted: 20 May 2020 09:52 PM PDT

    The most recent one is that the Zolton ship starts without the pike beam. Several of the ships have virtually no way to win early battles. I'm not sure why CE did this, but it's really hurt my initial excitement for the game.

    I give it a day or two with the mantis ship (one of the few that stay decent) before I put the game back into "storage".

    submitted by /u/JoshTheBear_
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    Well, my ship got destroyed but I killed the last crewmember on the Rebel Flagship at the same time...

    Posted: 20 May 2020 01:26 PM PDT

    Has anyone ever encounter this ship before?

    Posted: 20 May 2020 08:14 AM PDT

    Hard Run Questions (shop + systems) from a normal player

    Posted: 20 May 2020 01:45 PM PDT

    Hard Run Questions (shop + systems) from a normal player

    I'm basically just unsure about the scrap investment now because I always play on normal, and because I'm having an INSANELY good run on hard right now, which is also helping throw off what I feel is the usual scrap levels right now. The first sector I probably dropped 5 items (BL2, BL3, Swarm, and then some augments), and the train hasn't stopped. But now I'm at the end of sector 4, at a shop right before the exit beacon, and I'm not sure what to buy.

    Weapon wise, I currently have a halbred, a burst laser 2, and a swarm missile. Augment wise I'm full, with a scrap recovery arm, an automated reloader, and the zoltan shield . I have a defense drone 1 in my stash. Everything I've gotten item wise has been dropped, so no scrap investment.

    Systems wise I'm doing fairly well, 3 shield levels, level 5 engines, 5 weapons, everything else close to basic. I have enough reactor to power everything fully except medbay, and just bought a battery. Crew is decent, with a zoltan each at the 3 stations (shield/engine/weapon), but theres no crew to buy.

    Again, I know that this is a really good run for any difficulty, let alone hard, so I want to win this one!

    In terms of stuff I'm actually interested in: the shop has a flak 1, and a burst laser 2, alongside a drone control system (which comes with combat 1), and a battery (which I already bought).

    I'm already always on the fence about whether its worth it to get a defense drone with the zoltan shield this early, or to just pour scrap into systems and weapons now. I THINK the right choice is to buy the drone system now, because I still have 3 more sectors before the last stand, and I could start leveraging drone parts and the defense drone I dropped. I could also end up selling the combat drone back to recoup some scrap (although I think I'd hold onto it for now).

    I also think, however, that holding onto a SECOND burst laser 2, or a flak 1, for when I finally upgrade my weapons (and sell any future weapons drops) could be worth it. At the same time though, I have a swarm (and 48 missiles) I could use if I upgrade my weapons systems without needing to spend any scrap, and there are always more weapons that could drop or be in store in the next 3 sectors. If I buy the bl2 or flak though, I could sell the swarm to help pay for it and start putting towards 2 more points in weapons systems. Again though, this is hard, and I think investing that much longer term is not correct (because I would need another 165 scrap just to USE another 2 power weapon)

    Also, usually if I buy drones this early, it makes buying hacking later on a bit of a harder sell. And I'm unsure how crucial hacking is vs the flagship on hard? I know that the flagship is slightly different on hard, so I'm unsure if the defense drone to shoot down the flagship hacking is more important than having hacking to use on the flaghsip on hard difficulty.

    Sorry for the long post, I just wanted to show my line of thinking on the purchases coming from someone who plays this game a LOT, just on normal. I'm just unsure about the scrap investment now relative to normal, as well as the potential implications for flagship fighting in terms of drone vs hacking on hard difficult. Just wanted to know if my thinking is correct in that I should buy the drone system now, because spending scrap to buy a weapon that I cant even use without another 165 scrap investment is a bad idea, but since it's such a good run, it could potentially pay off because of how far ahead I feel I am at sector 4.

    Store Page 1

    Store Page 2

    Inventory

    Systems

    Thanks to anyone in advance! I may have already bought something by the time I get a reply, but I'm still interested in any input about hard difficult!

    Also a shout out to all of you guys making videos still about crazy game mechanics. Guys like Mike Hopley for example on youtube who is just one person I have learned a lot from, thanks to all of you guys! I don't usually post on your videos or threads, but I do read a lot of stuff many of you guys have written!

    submitted by /u/DOOMD
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    So close, and yet so far away ...

    Posted: 20 May 2020 12:51 PM PDT

    Thought to drop mine while it's going on.

    Posted: 20 May 2020 06:23 PM PDT

    I am making a FTL like game...but, it will use Steam Remote Playtogather, up to 4 players.

    Posted: 20 May 2020 08:25 AM PDT

    here is how it iwll work

    Player 1 will fly the ship

    player 2 will control the weapons (F and H to slide a target marker, and T to fire)

    Player 3 ?

    Player 4 ?

    I have a healthsystem in place, along with shields and AI ship combat. once i have that flushed out and the other two roles done, i will add system to system moveing, with it randomly picking one of hundreads diffrent possable outcomes!

    submitted by /u/Beard_Of_Borg
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    Here's a proper weapon tier list.

    Posted: 20 May 2020 01:26 PM PDT

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