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* BigBad: Whatever leader the Rebels may have is not mentioned or presented to us, so the faction as a whole serves this role. There are other factions and individual ships that try to kill you, but you are constantly being pursued by the main Rebel fleet and the goal of the game is to help the Federation bring them down.

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* AdvancingBossOfDoom: Their fleet acts as this, forcing the player to keep moving or face being overwhelmed by unlimited numbers of powerful ships.
** In addition the flagship acts as this in the final level. If it reaches the Federation base you get a game over. ''Advanced Edition'' makes it so the Flagship has to be there for three turns, which makes this much less likely to happen. The base starts out further away, though, so they'll probably reach the base at least once, then retreat.

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* AdvancingBossOfDoom: AdvancingBossOfDoom:
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Their fleet acts as this, forcing the player to keep moving or face being overwhelmed by unlimited numbers of powerful ships.
** In addition the The flagship acts as this in the final level. If it reaches the Federation base you get a game over. ''Advanced Edition'' makes it so the Flagship has to be there for three turns, which makes this much less likely to happen. The base starts out further away, though, so they'll probably reach the base at least once, then retreat.



* ContractualBossImmunity: If you kill all of the human crew members on the Rebel Flagship, an AI takes over to keep fighting. You have to destroy the ship outright.



* SecretAIMoves: The AI drones and flagship don't need crew to survive, and some ships can have 5 shields whereas 4 is the usual limit.

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* SecretAIMoves: SecretAIMoves:
**
The AI drones and flagship don't need crew to survive, and some ships can have 5 shields whereas 4 is the usual limit.



** The flagship's conventional weapons are each in isolated rooms guarded by single humans (who don't respawn between phases), meaning even a weak boarding crew can make short work of defenders and take the weapon offline. Furthermore, if you can manage to kill the main crew despite their level 3 medbay (not easy since there's eight of them, not counting the weapon room crew), you can easily take out their shields and piloting system, making the fight a breeze.
*** Averted in Hard difficulty, where the two primary weapons are now connected to the rest of the ship, meaning the tried and true strategy of killing everyone but the guy on the plasma cannon isn't quite as viable as it once was. Now if you want to leave at least one guy alive, he'll be running around the ship fixing things (certainly better than the AI doing it, though). The FinalBossPreview version also has connected weapon rooms, but without a backup AI, killing the crew means you win.

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** The flagship's conventional weapons are each in isolated rooms guarded by single humans (who don't respawn between phases), meaning even a weak boarding crew can make short work of defenders and take the weapon offline. Furthermore, if you can manage to kill the main crew despite their level 3 medbay (not easy since there's eight of them, not counting the weapon room crew), you can easily take out their shields and piloting system, making the fight a breeze.
*** Averted
breeze.[[note]]Averted in Hard difficulty, where the two primary weapons are now connected to the rest of the ship, meaning the tried and true strategy of killing everyone but the guy on the plasma cannon isn't quite as viable as it once was. Now if you want to leave at least one guy alive, he'll be running around the ship fixing things (certainly better than the AI doing it, though). The FinalBossPreview version also has connected weapon rooms, but without a backup AI, killing the crew means you win.[[/note]]
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* RockBeatsLaser: Most races uses lasers in melee combat. The exceptions (Rock, Mantis and [[spoiler:Crystal]]) are the [[IncrediblyLamePun only ones likely to beat a Rock in combat]].

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* RockBeatsLaser: Most races uses lasers in melee combat. The exceptions (Rock, Mantis and [[spoiler:Crystal]]) are the [[IncrediblyLamePun [[{{Pun}} only ones likely to beat a Rock in combat]].
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* FailedState: At the start of the game, the Federation is all but defeated, with only the starting hangar, a few scattered bases and a single sector left under their control. Even in sectors that have yet to fully fall under rebel control, federal authority is weakened to the point of non-existence, with rebels and pirates running amok and harassing the locals largely unopposed.
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usually the slug b healing burst is best shot at your own ship


* HealingShiv: The Stormwalker (Slug B) comes with a Healing Burst. You are meant to board enemy ships and heal your crew with it (and hope it doesn't miss).

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* HealingShiv: The Stormwalker (Slug B) comes with a Healing Burst. You are meant to board enemy ships and heal ships, beam your crew with back, and heal them by shooting it at your own ship (and hope it doesn't miss).
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* EatDirtCheap: They subsist on metal, particularly the ones used for shipbuilding. [[HordeOfAlienLocusts Kind of a problem if you're still in it]].
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* BizarreAlienReproduction: According to one event, Engi ships can themselves reproduce by, essentially, crashing into each other.

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* FailedState: At the start of the game, the Federation is all but defeated, with only the starting hangar, a few scattered bases and a single sector left under their control. Even in sectors that have yet to fully fall under rebel control, federal authority is weakened to the point of non-existence, with rebels and pirates rampaging and harassing the locals largely unopposed. Things aren't much better in the final Federal sector either, with the rebels already in the process of overrunning the place by the time the player gets there.



* FailedState: At the start of the game, the Federation is all but defeated, with only the starting hangar, a few scattered bases and a single sector left under their control. Even in sectors that have yet to fully fall under rebel control, federal authority is weakened to the point of non-existence, with rebels and pirates running amok and harassing the locals largely unopposed.

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* TheFederation: It's in the name.


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* FailedState: At the start of the game, the Federation is all but defeated, with only the starting hangar, a few scattered bases and a single sector left under their control. Even in sectors that have yet to fully fall under rebel control, federal authority is weakened to the point of non-existence, with rebels and pirates running amok and harassing the locals largely unopposed.
* TheFederation: It's in the name.
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* FailedState: At the start of the game, the Federation is all but defeated, with only the starting hangar, a few scattered bases and a single sector left under their control. Even in sectors that have yet to fully fall under rebel control, federal authority is weakened to the point of non-existence, with rebels and pirates running amok and harassing the locals largely unopposed.
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* FinalBoss: The Rebel Flagship. [[DownplayedTrope Downplayed]] in that it's the only "proper" boss in the game. There are lesser bosses in the game, [[OptionalBoss but none of them are necessary to complete the game]]; most of them provide UnlockableContent when beaten.

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* FinalBoss: The Rebel Flagship. [[DownplayedTrope Downplayed]] in that it's the only "proper" mandatory boss in the game. There are lesser bosses in the game, [[OptionalBoss but none of them are necessary to complete the game]]; most of them provide UnlockableContent when beaten.
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* MechanicallyUnusualClass: They don't need to breathe, so they have no life support systems. They also aren't concered about hull breaches and fires for the same reason (although they understand their squishy friends don't like having holes/exothermic chemical reactions in their ships and will fix them).

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* MechanicallyUnusualClass: They don't need to breathe, so they have no life support systems. They also aren't concered concerned about hull breaches and fires for the same reason (although they understand their squishy friends don't like having holes/exothermic chemical reactions in their ships and will fix them).
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* MechanicallyUnusualClass: They don't need to breathe, so they have no life support systems. They also give zero fucks about hull breaches and fires for the same reason (although they understand their squishy friends don't like having holes/exothermic chemical reactions in their ships and will fix them).

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* MechanicallyUnusualClass: They don't need to breathe, so they have no life support systems. They also give zero fucks aren't concered about hull breaches and fires for the same reason (although they understand their squishy friends don't like having holes/exothermic chemical reactions in their ships and will fix them).
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** In a sense, the Nesasio. It can do a surprising amount of damage to early-game ships if you know how to manipulate the Mini Beam's path to maximize the number of rooms hit, and its weapons charge pretty quickly. [[FragileSpeedster But with no starting shields, it relies on combining a strong engine with a cloak to reduce its chances of getting hit, rather than blocking attacks entirely.]]

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** In a sense, the Nesasio. It can do a surprising amount of damage to early-game ships if you know how to manipulate the Mini Beam's path to maximize the number of rooms hit, hit (beam damage is based on number of rooms hit times beam power, as opposed to being directly based on the length of the beam), and its weapons charge pretty quickly. [[FragileSpeedster But with no starting shields, it relies on combining a strong engine with a cloak to reduce its chances of getting hit, rather than blocking attacks entirely.]]
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** Their passive doesn't augment combat in any direct fashion, instead repairing damage at a higher rate than other races, which can make or break a battle.

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** Their passive doesn't augment combat in any direct fashion, instead repairing damage at a higher rate than other races, which can often make or break a battle.battle just as much as enhanced HP, free energy, or improved hand-to-hand combat damage.

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