History VideoGame / FTLFasterThanLight

27th Mar '17 8:04:41 AM KaputExaltation
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The player controls the crew of a lone spaceship affiliated with TheFederation, which is currently on the losing end of a massive rebellion. The objective is to deliver important information to the remains of the Federation fleet in a distant sector. Unfortunately, as those familiar with Roguelikes will suspect, this is [[NintendoHard far, FAR from easy]]: the galaxy is an extremely dangerous place for a lone vessel, filled with dangers such as pirates, deadly environmental hazards, rebel scouts, hostile alien races, and others. Not to mention that the vast rebel fleet is in hot pursuit...

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The player controls the crew of a lone spaceship affiliated with TheFederation, which is currently on the losing end of a [[TheRevolutionWillNotBeCivilized massive rebellion.rebellion]]. The objective is to deliver important information to the remains of the Federation fleet in a distant sector. Unfortunately, as those familiar with Roguelikes will suspect, this is [[NintendoHard far, FAR from easy]]: the galaxy is an extremely dangerous place for a lone vessel, filled with dangers such as pirates, deadly environmental hazards, rebel scouts, hostile alien races, and others. Not to mention that the vast rebel fleet is in hot pursuit...
22nd Mar '17 1:01:01 AM Vindicar
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* AttackItsWeakPoint: An implicit variation of this trope works for beam weapons. They deal damage for each ''room'' they touch, even barely. As such, it's entirely possible to deal four times the nominal damage if you swipe the beam over a cluster of small rooms.
14th Mar '17 6:56:01 AM morenohijazo
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* CowardlyMooks: Sufficiently damaging an enemy ship's hull may convince its crew to beg for mercy or spin up its FTL drive in order to escape. Enemy {{board|ingParty}}ers with low health will also zip out from your ship the moment their teleporters become functional again.
21st Feb '17 8:37:58 AM MCE
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* SalvagePirates: If you run out of fuel and are drifting in space (with or without you distress beacon) there is a chance you 'rescuers' will be more interested in helping themselves to your ship.
20th Feb '17 6:13:27 PM MCE
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** You, the player require a pilot at the helm to FTL jump, but this doesn't apply to automated ships or the [[spoiler: federation cruiser]] you can send back home or [[spoiler: the rebel flagship]]
17th Feb '17 11:28:38 AM MCE
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* ExposedExtraterrestrials: Humans seem to be the only race that bothers with clothes
8th Feb '17 6:35:05 AM luiginumber3
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''FTL'''s gameplay involves the player's ship "jumping" between waypoints in a randomly generated galaxy, most of them containing a RandomEvent. The main game interface is a cross-section view of your ship, showing the layout of rooms filled with crewmen and various ship systems (helm, engines, shields, weapons, etc). During combat, the player must juggle various aspects of the ship--from crew assignments to power allocation and weapons targeting. Certain systems gain bonuses from being manned, but you may need those crew members to repair damaged systems, repel boarders, or simply evacuate dangerous areas. Meanwhile, all ship systems need power to function, but your ship's reactor may not be able to supply them all at once, leaving the player to decide which are most important at any given time. Along the way you'll collect scrap, the game's currency, and use it to upgrade your ship's systems, get repairs, fuel and--if you're lucky--some fancier things like new weaponry or whole new systems such as cloaking devices, teleporters and more.

''FTL'' was officially released for purchase from the developers, UsefulNotes/{{Steam}} and GOG.com on September 14th, 2012, although early beta access was granted to its {{Kickstarter}} backers. Speaking of Kickstarter, [[http://www.kickstarter.com/projects/64409699/ftl-faster-than-light it is one of the first completed games spawned from such a project.]]

In November 2013, the developers announced ''[[http://www.ftlgame.com/?p=598 FTL: Advanced Edition]]'', a free ExpansionPack that adds new equipment, events, weapons, enemy ships, and various other goodies, as well as an [[IOSGames iPad]] port. Both ''Advanced Edition'' and the port were released on April 3rd, 2014.

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''FTL'''s gameplay involves the player's ship "jumping" between waypoints in a randomly generated galaxy, most of them containing a RandomEvent. The main game interface is a cross-section view of your ship, showing the layout of rooms filled with crewmen and various ship systems (helm, engines, shields, weapons, etc). During combat, the player must juggle various aspects of the ship--from crew assignments to power allocation and weapons targeting. Certain systems gain bonuses from being manned, but you may need those crew members to repair damaged systems, repel boarders, or simply evacuate dangerous areas. Meanwhile, all ship systems need power to function, but your ship's reactor may not be able to supply them all at once, leaving the player to decide which are most important at any given time. Along the way you'll collect scrap, the game's currency, and use it to upgrade your ship's systems, get repairs, and purchase things like fuel and--if you're lucky--some fancier things like new weaponry or whole new systems such as cloaking devices, teleporters devices and more.

teleporters.

''FTL'' was officially released for purchase from the developers, UsefulNotes/{{Steam}} and GOG.com on September 14th, 2012, although early beta access was granted to its {{Kickstarter}} backers. Speaking of Kickstarter, [[http://www.kickstarter.com/projects/64409699/ftl-faster-than-light it It is one of the first completed games spawned from such a project.completed Kickstarter.]]

In November 2013, the developers announced ''[[http://www.ftlgame.com/?p=598 FTL: Advanced Edition]]'', a free ExpansionPack that adds new equipment, events, weapons, enemy ships, ships (for both the player and enemies), and various other goodies, as well as an [[IOSGames iPad]] port. Both ''Advanced Edition'' and the port were released on April 3rd, 2014.



** As of ''Advanced Edition'', Clone Bays, which take the same slot as the Medbay, can revive your own units should they die, although the cloned character gets a penalty to their skills. Even then, without a DNA Backup augmentation, a unit killed while the Clone Bay is offline or broken will not be coming back unless you get it back online 'immediately.'

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** As of ''Advanced Edition'', Clone Bays, which take the same slot as a purchasable replacement for the Medbay, can revive your own units should they die, although the cloned character gets a penalty to their skills. Even then, without a DNA Backup augmentation, a unit killed while the Clone Bay is offline or broken will not be coming back unless you get it back online 'immediately.' 'immediately' (unless you have the Backup DNA Bank augment).



* BigDumbObject: The "Great Eye" monolith is one - it's large enough to be seen with the naked eye in a nebula on a drifting planet, and if you obey the Zoltan elder and approach it, depending on your luck, it can make one of your crew disappear (and a clone bay won't bring them back), give you a healing weapon, give you a high amount of scrap, or ignore you.

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* BigDumbObject: The "Great Eye" monolith is one - it's large enough to be seen with the naked eye in a nebula on a drifting planet, and if you obey the Zoltan elder and approach it, depending on your luck, it can make one of your crew disappear (and a clone bay Clone Bay won't bring them back), give you a healing weapon, give you a high amount of scrap, or ignore you.



* CloneDegeneration: The Clone Bay system produces a clone of any crew member that dies, but at the cost of lowering their skills. Thus, while you will technically never lose your crew, they will not be as powerful as they could be, and you have to forsake healing them during battles to do it, which makes it all the more likely that they'll die unless supplemented by other methods of healing. Furthermore, while the Clone Bay does heal with each jump, it can only heal a maximum of 25 HP per jump.
* CloningGambit[=/=]ExpendableClone: ''Advanced Edition'' introduces the Clone Bay system, which can take the place of the Medbay and replace dead crewmembers at the cost of losing some of their experience. This also makes it possible to have your entire crew killed and not immediately lose, assuming the clone bay is online, though an augment removes even that restriction. However, there is an unexpected hiccup if you have both; if your entire crew is dead and your Clone Bay is completely destroyed with no means to repair it (like a Repair Drone) the game rendered {{Unwinnable}} and you're forced to reset.

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* CloneDegeneration: The Clone Bay system produces a clone of any crew member that dies, but at the cost of lowering their skills.with a skill experience penalty. Thus, while you will technically never lose your crew, they will not be as powerful as they could be, and you have to forsake healing them during battles to do it, which makes it all the more likely that they'll die unless supplemented by other methods of healing. Furthermore, while the Clone Bay does heal with each jump, it can only heal a maximum of 25 HP per jump.
* CloningGambit[=/=]ExpendableClone: ''Advanced Edition'' introduces the The Clone Bay system, which can take the place of replaces the Medbay and replace dead crewmembers at the cost of losing on some of their experience. This also ships, makes it possible to have your entire crew killed and not immediately lose, assuming the clone bay is online, though an augment removes even that restriction. lose. However, there is an unexpected hiccup if you have both; if your entire crew is dead and your Clone Bay is completely destroyed with no means to repair it (like a Repair Drone) Drone), the game rendered {{Unwinnable}} and you're forced to reset.



** Some events allow your crew to teleport onboard an enemy ship as a blue option. You can do this for enemy ships with Zoltan Shields even when you don't have a bypass unit. You can also safely teleport crew to an automated ship and back with a level 1 teleporter, when in gameplay the cooldown time would kill the crew.

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** Some events allow your crew to teleport onboard an enemy ship as a blue option. You can do this for enemy ships with Zoltan Shields even when you don't have a bypass unit. You can also safely teleport crew to an automated ship and back with a level 1 teleporter, when in gameplay the cooldown time would kill the crew.wouldn't be enough to save them from asphyxiation.



** If your Clone Bay is taken down and you don't have the Bankup DNA Bank any crew who die or who were being cloned will die for real very quickly.
** The "Zoltan Great Eye" event can see your crewman vanished from existence, regardless of your clone bay or DNA bank. There are also a few other events where you cannot clone a crewman (usually due to disease), or they are left behind without being able to clone them.

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** If your Clone Bay is taken down and you don't have the Bankup Backup DNA Bank Bank, any crew who die or who were being cloned will die for real very quickly.
** The "Zoltan Great Eye" event can see your crewman vanished from existence, regardless of your clone bay or DNA bank. There are also a few other events where you cannot clone a crewman (usually due to disease), or they are left behind without being able to clone them.them (Federation regulations prohibit the cloning of anyone who is currently alive).



* FinalDeath: For [[AnyoneCanDie crew members]] and for [[GameOver the ship itself]]. You can only save if you exit the game. On the plus side, destroyed systems can always be repaired, and as long as you've got one hull point left, you can repair up to full. The Clone Bay subsystem in the ''Advanced Edition'' will clone dead crewmembers after a short wait, based on how much power it has, but cloned crewmembers take a hit to their skills and its mutually exclusive with the medbay. You can also still lose them if the clone bay stays offline for too long, unless you have the DNA Bank augment.

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* FinalDeath: For [[AnyoneCanDie crew members]] and for [[GameOver the ship itself]]. You can only save if you exit the game. On the plus side, destroyed systems can always be repaired, and as long as you've got one hull point left, you can repair up to full. The Clone Bay subsystem system in the ''Advanced Edition'' will clone dead crewmembers after a short wait, based on how much power it has, but takes the place of the Medbay and cloned crewmembers take a hit to their skills and its mutually exclusive with the medbay.skills. You can also still lose them if the clone bay stays offline for too long, unless you have the DNA Bank augment.



* GeneticMemory: Clones of people who died in events remember getting killed. They also come back with most of their skill intact, albeit nerfed. The game develops [[BlackComedy a grim sense of humor over the idea of your Red Shirts getting killled over and over]].

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* GeneticMemory: Clones of people who died in events remember getting killed. They also come back with most of their skill intact, albeit nerfed.intact. The game develops [[BlackComedy a grim sense of humor over the idea of your Red Shirts getting killled over and over]].



* MisappliedPhlebotinum: Averted. The devs must have read "The technology that allows your crew to travel from the Cool Starship to the planet and back without using a shuttle is the same technology that can park a live warhead in the enemy captain's lap without using a missile," and came up with Bomb weapons, which do exactly that. They also throw in a Nasty Surprise(tm) free of charge. However, they do no hull damage, since they appear inside the ship, rather than smash into it.

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* MisappliedPhlebotinum: Averted.Averted with Bomb weapons. The devs must have read "The technology that allows your crew to travel from the Cool Starship to the planet and back without using a shuttle is the same technology that can park a live warhead in the enemy captain's lap without using a missile," and came up with Bomb weapons, which do exactly that. They also throw in a Nasty Surprise(tm) free of charge. However, they do no hull damage, since they appear inside the ship, ship rather than smash into it.



* MookMaker: Cloning bays, which regenerate a crewmember when they die. A problem if one uses antipersonell tactics instead of regular weapons. Also, Drone Control Systems allow you to turn Drone Parts into MechaMooks of various flavors.

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* MookMaker: Cloning bays, which regenerate a crewmember when they die. A problem if one uses antipersonell antipersonnel tactics instead of regular weapons. Also, Drone Control Systems allow you to turn Drone Parts into MechaMooks of various flavors.



* NonEntityGeneral: There is no indication of who or where ''you'' are during the game, and it is entirely possible to lose your entire starting crew without any interruption to your mission provided you always have at least ''one'' crewmember left to man the helm. With the cloning bay in ''Advanced Edition'', your ''entire crew'' can die yet this won't stop you from fighting; heck, some games have come BackFromTheBrink in the most extreme way because that single System Repair Drone the enemy didn't think to destroy fixed up the Clone Bay, bringing the entire crew back to life!

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* NonEntityGeneral: There is no indication of who or where ''you'' are during the game, and it is entirely possible to lose your entire starting crew without any interruption to your mission provided you always have at least ''one'' crewmember left to man the helm. With the cloning bay Clone Bay in ''Advanced Edition'', your ''entire crew'' can die yet this won't stop you from fighting; heck, some games have come BackFromTheBrink in the most extreme way because that single System Repair Drone the enemy didn't think to destroy fixed up the Clone Bay, bringing the entire crew back to life!



** Lanius don't need oxygen at all, and in fact drain it from the room they're in, making them immune to asphyxiation.
** Zoltan Shields block any attempts at teleporting, boarding, or Mind Controlling, at least while they're active.

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** Lanius don't need oxygen at all, and in fact all (in fact, they drain it from the room they're in, in), making them immune to asphyxiation.
** Zoltan Shields block any attempts at teleporting, boarding, or Mind Controlling, at least hacking, and mind control, while they're active.



** Defense Drones don't have perfect targetting, but for the most part will keep you safe from missiles and even incoming combat/hacker drones.

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** Defense Drones don't have perfect targetting, targeting, but for the most part will keep you safe from missiles missiles, asteroids, and even incoming combat/hacker drones.



** Despite allowing a few other teleporter-based [[MisappliedPhlebotinum shennanigans]], it can't be used as a substitute for the cloning bay. That would mean a ship with a telepoter has cloning ''and'' a medbay, making her crew effectively invincible. As well as make the clone bay (and coresponding DNA Bank) obsolete.

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** Despite allowing a few other teleporter-based [[MisappliedPhlebotinum shennanigans]], it shenanigans]], the teleporter can't be used as a substitute for the cloning a clone bay. That would mean a ship with a telepoter has would have cloning ''and'' a medbay, making her crew effectively invincible. As well as make invincible and making the clone bay (and coresponding Backup DNA Bank) obsolete.



* SaveScumming: Normally restricted, because a single save file is only made upon quitting the game and is actually deleted on loading. However, if you can quit the game, find the save file, set it to "read only," and don't mind the tedium of quitting/restarting the game, you can load and reload until you get a set of outcomes that favour you. Of course, even then, the game's UnstableEquilibrium often means that you'll have to start over anyway.

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* SaveScumming: Normally restricted, because a single save file is only made upon quitting the game and is actually deleted on loading. However, if you can quit the game, find the save file, set it to "read only," and don't mind the tedium of quitting/restarting the game, you can load and reload until you get a set of outcomes that favour you.favorable outcomes. Of course, even then, the game's UnstableEquilibrium often means that you'll have to start over anyway.



* SupportPartyMember: Engi and Zoltan. The former does half damage and the latter has only 70 health, making both inferior combatants (though the latter make good suicide bombs if you have a clone bay). However, Engi repair twice as fast while Zoltan provide one bar of power to whatever room they're in, making both ideal for ship support during a battle.
** Whoever is manning the sensors or door systems.

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* SupportPartyMember: Engi and Zoltan. The former does Engi do half damage in combat and the latter has Zoltan only have 70 health, making both inferior combatants (though the latter with ''Advanced Edition'', Zoltan make good suicide bombs if you have a clone bay). However, Engi repair twice as fast while Zoltan provide one bar of power to whatever room they're in, making both ideal for ship support during a battle.
** Whoever is manning the sensors or door systems. These systems have no direct offensive capabilities but manning sensors lets you see inside the enemy ship, and manning doors



* TheTalk: During your mission in Engi space, you may come across two ships stuck together, with signals and debris coming from them. You don't know what's going on and think something's wrong. There is a blue option wherein you ask your Engi crew mate to hail the ships.

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* TheTalk: During your mission in In Engi space, you may come across two ships stuck together, with signals and debris coming from them. You don't know what's going on and think something's wrong. There is a blue option wherein you ask your Engi crew mate to hail the ships.



* UnwinnableByMistake: The Backup DNA Bank augmentation prevents your crew from dying if the Clone Bay is off or broken, which means they can be brought back later, once it's turned on or repaired. However, if all your crew die while the Clone Bay is broken, and you have no other way of repairing it, [[http://i.imgur.com/veVlfcu.jpg they will all just sit inside the bank forever]], and with no pilot to charge the FTL you'll be stuck. You won't even get a GameOver screen, and must restart manually.
* UselessUsefulStealth: The Cloaking system is one of the best means of avoiding attacks at your disposal. However, the blue options it grants for events usually just mean you're going to skip a fight, which you almost never want considering you have a limited number of encounters per sector.
* VariableMix: With the exception of Sector 8's special music, each music track has two versions: calm and spacey most of the time, but incorporating more rhythm and percussion when you're squaring off against a hostile vessel. One version automatically fades into the other as the situation changes.

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* UnwinnableByMistake: The Backup DNA Bank augmentation prevents your crew from dying being lost if the Clone Bay is off or broken, which means they can allowing them to be brought back later, later once it's the Clone Bay is turned on or repaired. However, if all your crew die while the Clone Bay is broken, and you have no other way of repairing it, [[http://i.imgur.com/veVlfcu.jpg they will all just sit inside the bank forever]], and with no pilot to charge the FTL you'll be stuck. You won't even get a GameOver screen, and must restart manually.
* UselessUsefulStealth: The Cloaking system is one of the best means of avoiding attacks at your disposal. However, the blue options it grants for events usually just mean you're going to skip a fight, which you almost never usually don't want considering the rewards from fighting and the fact that you have a limited number of encounters per sector.
* VariableMix: With the exception of Sector 8's special music, each music track has two versions: calm and spacey most of the time, but and incorporating more rhythm and percussion when you're squaring off against a hostile vessel. One version automatically fades into the other as the situation changes.



** Many encounters end with the enemy trying to bribe you including the Lanius showing you pictures of their cargo holds. Actually, you can spend a few events trying to communicate with the Lanius. One of their surrender encounters has them use their limited knowledge of human culture to surrender by showing you a video feed of them waving around make-shift white flags WesternAnimation/LooneyTunes style.
** You may come across an event where you could take the less friendly option and get some benefit, but you can also be nice and possibly not get anything, but the game will compliment you when you're lucky. For instance, there's a random event where the Engi ship at a beacon immediately surrenders their supplies. One option is accepting the supplies. If you refuse and explain you're friendly, they'll leave in relief, leaving you nothing, or the Engi will say you deserve the supplies anyway for your kindness. There's no additional benefit aside from you feeling better for it, since you get the same amount of stuff.

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** Many encounters end with the enemy trying to bribe you including the Lanius showing you pictures of their cargo holds. Actually, you can spend a few events trying to communicate with the Lanius. One of their possible surrender encounters message has them use their limited knowledge of human culture to attempt to surrender by showing you a video feed of them waving around make-shift makeshift white flags WesternAnimation/LooneyTunes style.
** You may come across an event where you could take the less friendly option and get some benefit, but you can also be nice and possibly not get anything, but the game will compliment you when you're lucky. For instance, there's a random event where the Engi ship at a beacon immediately surrenders their supplies. One option is accepting the supplies. If you refuse and explain you're friendly, they'll they might leave in relief, leaving relief (leaving you nothing, nothing), or the Engi will say they might give you deserve the supplies anyway anyway, saying you deserve them for your kindness. There's no additional benefit aside from you feeling better for it, since you get the same amount of stuff.



** Depending on your weapons, it can be better to watch as the crew of an enemy ship slowly but surely dies while cowering in one of the few safe rooms left. [[KillItWithFire Fire flooding the shields room,]] [[AlmostOutOfOxygen a breach in the Oxygen room,]] [[KillerRobot a Killer Robot is tearing the med-bay to pieces and killed the last three crewmembers to attack it...]] Not hard to see why after flailing around trying to figure out what to do, and with no way to survive, sometimes an enemy will just... stop. [[SayYourPrayers As if looking for peace.]] [[ThereIsNoKillLikeOverkill Then your Bio-Beam cuts them in two.]]

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** Depending on your weapons, it can be better to watch as the crew of an enemy ship slowly but surely dies while cowering in one of the few safe rooms left. [[KillItWithFire Fire flooding the shields room,]] room]], [[AlmostOutOfOxygen a breach in the Oxygen room,]] room]], a [[KillerRobot a Killer Robot is Boarding Drone]] tearing the med-bay to pieces and killed the last three crewmembers to attack it...]] it... Not hard to see why after flailing around trying to figure out what to do, and with no way to survive, sometimes an enemy will just... stop. [[SayYourPrayers As if looking for peace.]] [[ThereIsNoKillLikeOverkill Then your Bio-Beam cuts them in two.]]



* WeaponizedTeleportation: Teleports pass through shields easily, which the "bomb" weapon type exploits, teleporting an explosive device directly into the ship and damaging a system. They can't be blocked by defense drones like missiles can, but they only damage systems and not both systems and hull like missiles. Like all weapons, they can miss if the enemy has high enough evasion.
** Any enemy under Mind Control is considered your crew for the duration. Which means you can teleport them to your ship. They are still AI-controlled though, so most likely they will run off to man one of your systems. But send your elite soldiers to keep an eye on them, and once the Mind Control wears off.... This is the easiest and most efficient way to deal with Medbay-equipped ships, Lanius ships, or even the final boss. About the only ship immune to this tactic is Cloning Bay-equipped ships, as your kidnapping rate most likely won't be able to overcome their cloning rate.
* WeHaveReserves: The entire point of the Cloning subsystem. Who cares if your men keep dying? There's more where they came from. Can your enemy say the same? If they can, then this isn't quite as viable.

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* WeaponizedTeleportation: Teleports pass through shields easily, which the "bomb" weapon type exploits, Bomb weapons exploit, teleporting an explosive device directly into the ship and damaging a system. enemy ship. They can't be blocked by defense drones like missiles can, but they only damage systems and not both systems and hull like hull, unlike missiles. Like all weapons, they can miss if the enemy has high enough evasion.
** Any enemy under Mind Control is considered your crew for the duration. Which means you can teleport them to your ship. They are still AI-controlled though, so most likely they will run off to man one of your systems. But send your elite soldiers to keep an eye on them, and once the Mind Control wears off.... This is the easiest and most efficient way to deal with Medbay-equipped ships, Lanius ships, or even the final boss. About the only ship immune to this tactic is Cloning Clone Bay-equipped ships, as your kidnapping rate most likely won't be able to overcome their cloning rate.
* WeHaveReserves: The entire point of the Cloning Clone Bay subsystem. Who cares if your men keep dying? There's more where they came from. Can your enemy say the same? If they can, then this isn't quite as viable.



*** Being in a plasma storm in a nebula, and deactivating the oxygen to activate just one more shield or weapon to prevent hull damage, then forgetting to turn it back on in the confusion or turning on too late.

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*** Being in a plasma storm (which cuts your reactor power in a nebula, half), and deactivating the oxygen to activate just one more shield or weapon to prevent hull damage, weapon, then forgetting to turn it back on in the confusion or turning on too late.afterward.



*** Your door or oxygen system getting hit while your ship is on fire, hull breached or with external doors open.

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*** Your door or oxygen system getting hit while your ship is on fire, fire or with a hull breached breach or with external doors open.



** Throwing units in the medical bay during a battle, with a ship with low oxygen levels, and/or to fight boarders and forgetting to put power into it.
** Certain events can inflict hull damage which can result in a heavily damaged ship being destroyed.

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** Throwing units in the medical bay during a battle, with a ship with low oxygen levels, levels and/or to fight boarders boarders, and forgetting to put power into it.
** Certain events can inflict hull damage without a battle, which can result in a heavily damaged ship being destroyed.



*** Watching your boarding team get taken out because the enemy has a cloak and they got stuck in a combat situation they can't win, unable to get back to your ship since a cloak blocks teleporting.

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*** Watching your boarding team get taken out because the enemy has a cloak and they your team got stuck in a combat situation they can't win, unable to get back to your ship since a cloak blocks teleporting.



*** Teleporting crew onto an AI Drone ship with a Level 1 teleporter. Drone craft have no atmosphere, and your crew will die before the Level 1 teleport recharges. Level 2 is fine, but cuts it close. Rockmen can last a little longer with their 150% health, Crystals have improved suffocation resistance, and Lanius are completely immune to suffocation.

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*** Teleporting crew onto an AI Drone ship with a Level 1 teleporter. Drone craft have no atmosphere, and your crew will die before the Level 1 teleport recharges. Level 2 is fine, but cuts it close. However, Rockmen can last a little longer with their 150% health, Crystals have improved suffocation resistance, and Lanius are completely immune to suffocation.



** Firing a weapon too soon, ie. a beam or a laser before another weapon, like a missile or a bomb, has time to actually connect and disable the shields.

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** Firing a weapon too soon, ie. such as a beam or a laser laser, before another weapon, like a missile or a bomb, has time to actually connect and disable the shields.



** Forgetting to buy repairs/fuel/missiles/drones before porting.

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** Forgetting to buy repairs/fuel/missiles/drones before porting.jumping.



->''You find nothing of major importance reading through the page. However, exploring it has taken a lot of time [[{{TVTropesWillRuinYourLife}} and allowed the Rebel fleet to catch up]].''

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->''You find nothing of major importance reading through the page. However, exploring it has taken a lot of time [[{{TVTropesWillRuinYourLife}} has taken a lot of time and allowed the Rebel fleet to catch up]].''
8th Feb '17 12:22:55 AM dvorak
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7th Feb '17 1:18:05 PM luiginumber3
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* HeroicSacrifice: It's possible for your ship to be destroyed when you destroy the Flagship, winning the war for the Federation but dying in the process. That said, the Flagship needs to be destroyed in the small window of time before the GameOver popup shows up--even if the Flagship is a burning wreck with 1 point of hull left and systems that can be destroyed to cause hull damage, you still lose if it takes too long after your ship blows up for the Flagship to go down as well.

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* HeroicSacrifice: It's possible for Before [[ExpansionPack Advanced Edition]], if the rebel flagship and your ship to be were destroyed when at the same time, you would still get a GameOver even though you won the war. This was changed in the Advanced Edition; you now get the win if you destroy the Flagship, winning the war for the Federation but dying in the process. That said, the Flagship needs to be flagship, even if your ship is destroyed in the small window of time before the GameOver popup shows up--even if the Flagship is a burning wreck with 1 point of hull left and systems that can be destroyed to cause hull damage, you still lose if it takes too long after your ship blows up for the Flagship to go down as well.well (see AntiFrustrationFeatures above).



* HoldYourHippogriffs: At a Zoltan trade hub, if you try entering without a blue option, the result may be text saying your ship is like "a Casvagarian Sea Slug in a Plutonian Shrimp Stew", and you will get boarders and have to fight a Zoltan ship.

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* HoldYourHippogriffs: At a RandomEvent taking place at a Zoltan trade hub, if you try entering without a blue option, the result may be text saying your ship is like "a Casvagarian Sea Slug in a Plutonian Shrimp Stew", and you will get boarders and have to fight a Zoltan ship.



* HopelessBossFight: Supposedly. In the early Alpha builds there was a NighInvulnerable pirate ship that stopped players from advancing past Sector 2. Not that this stopped Ohmwrecker from defeating it and getting his name in the random crew names.

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* HopelessBossFight: Supposedly. In the early Alpha builds there was a NighInvulnerable pirate ship that stopped players from advancing past Sector 2. Not that this stopped player Ohmwrecker from defeating it and getting his name in the random crew names.



** The Lanius, debuting in the ''Advanced Edition,'' fit this mold better than the actual space bugs. They regularly enter periods of hibernation and reawaken when large metal deposits make themselves available, like a galactic war providing lots of tasty debris, then set about consuming it all. Apparently they do have rules that forbid attacking the ships of living sapients. However, this is not the most popular policy, and a lot of Lanius you encounter disregard this. Tellingly, Mantis zones are labeled as such; it's their home territory. Lanius territory, though, is listed as ''abandoned''.

to:

** The Lanius, debuting in the ''Advanced Edition,'' Edition'', fit this mold better than the actual space bugs. They regularly enter periods of hibernation and reawaken when large metal deposits make themselves available, like a galactic war providing lots of tasty debris, then set about consuming it all. Apparently they do have rules that forbid attacking the ships of living sapients. However, this is not the most popular policy, and a lot of Lanius you encounter disregard this. Tellingly, Mantis zones are labeled as such; it's their home territory. Lanius territory, though, is listed as ''abandoned''.
7th Feb '17 10:26:58 AM luiginumber3
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* AchievementSystem: The game has an internal system for achievements that also acts as the mechanism for unlocking new ships and deck layouts as they are completed.

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* AchievementSystem: The game has an internal system for achievements that also acts as the mechanism for unlocking new ships and deck ship layouts as they are completed.



* AndYourRewardIsClothes: Sure, each layout comes with enough differences that it's practically a completely different ship, but one of those differences is a spiffy new paint job.

to:

* AndYourRewardIsClothes: Sure, each ship layout comes with enough differences that it's practically a they're nearly completely different ship, ships, but one of those differences is a spiffy new paint job.



** The ''Advanced Edition'' update offers an alternate unlock for ships which merely requires you to win the game with the previous unlocked ship. This makes some of the more difficult ships much easier to obtain. For example, the Mantis cruiser requires an advanced medbay and a boarding party that can beat a Mantis crew, but beating the game with the Zoltan cruiser does the job just as well. The quest is still left available, however, and is a separate achievement. In addition, the Crystal cruiser can be unlocked by beating the game with the Type B versions of every other ship, instead of the [[GuideDangIt difficult and luck-based]] quest that would normally unlock it.

to:

** The ''Advanced Edition'' update offers an alternate unlock for ships which merely requires you to win the game with the previous unlocked ship. This makes some of the more difficult ships much easier to obtain. For example, the Mantis cruiser requires you to [[spoiler:complete a random event in the Mantis homeworld with an advanced medbay and a boarding party that can beat a Mantis crew, crew]], but beating the game with the Zoltan cruiser does unlocks the job Mantis cruiser just as well. The quest is still left available, however, and is a separate achievement. In addition, the Crystal cruiser can be unlocked by beating the game with the Type B versions of every other ship, instead of the [[GuideDangIt difficult and luck-based]] quest that would normally unlock unlocks it.



* AntiGrinding: The [[AdvancingWallOfDoom Rebel Fleet]] forces you to go to the further, more difficult sectors, even if there are unexplored places in the current sector. If you jump to a node that the Rebels have either reached or completely taken over, you'll be faced with a ship that's disproportionately powerful for the sector, and defeating it will only yield one unit of fuel to jump to the next node. There are no other rewards of any kind, except in specific circumstances (if you have no fuel, for example, you'll usually get several for winning). The best you can do is maximize the time you spend in any one sector through careful jump selection. ''Advanced Edition'' further upped the ante by adding a shield-piercing WaveMotionGun that even goes through Zoltan shields, causing three damage and a hull breach, which regularly fires on your ship if the Rebels have secured that node. This prevents all but the fastest methods from being practical for grinding fleet beacons for more score.

to:

* AntiGrinding: The [[AdvancingWallOfDoom Rebel Fleet]] forces you to go to the further, more difficult sectors, even if there are unexplored places in the current sector. If you jump to a node that the Rebels have either reached or completely taken over, you'll be faced with a ship that's disproportionately powerful for the sector, and defeating it will only yield yields one unit of fuel to jump to the next node. There are no other rewards of any kind, except in specific circumstances (if you have no fuel, for example, you'll usually get several for winning). The best you can do is maximize the time you spend in any one sector through careful jump selection. ''Advanced Edition'' further upped the ante by adding a shield-piercing WaveMotionGun that even goes through Zoltan shields, causing three damage and a hull breach, which regularly fires on your ship if the Rebels have secured that node. This prevents all but the fastest methods from being practical for grinding fleet beacons for more score.
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