History VideoGame / FTLFasterThanLight

19th Jun '18 8:11:05 AM dvorak
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* ChargeAttack: ''Advanced Edition'' introduced Charger weapons, volley gun versions of regular weapons. Rather than getting more powerful the longer they charge, they fire +1 shot for every level of charge they have.

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* ChargeAttack: ''Advanced Edition'' introduced Charger weapons, volley gun versions of regular weapons. Rather than getting more powerful the longer they charge, they fire +1 shot for every level of charge they have. They come in missile launcher, laser, and Ion flavours.
** Chaingun weapons fire faster the longer they've been on. The Chain Vulcan, the ultimate iteriation of the series, can rip the shields off of anything, up to and including the final boss.
19th Jun '18 8:02:35 AM dvorak
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* ChargeAttack: ''Advanced Edition'' introduced Charger weapons, volley gun versions of regular weapons. Rather than getting more powerful the longer they charge, they fire +1 shot for every level of charge they have.
17th Jun '18 1:24:14 PM dvorak
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* GatlingGood: The Chain Vulcan, whose cooldown time decreases each time it's fired, down to 1.1 seconds... which is faster than shields recharge, meaning you can destroy literally any ship using only this one gun.

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* GatlingGood: The Chain Vulcan, whose cooldown time decreases each time it's fired, down to 1.1 seconds... which is faster than shields recharge, meaning you can destroy literally any ship using only this one gun. There are also lesser chaingun lasers, who act like Burst Lasers except they lose a second off their firing rate as they spool up, to a maximum of -3 seconds. Chain Ion Blasters fire ion blasts with the same mechanics.


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* HackYourEnemy: The hacking suite in the Advanced Edition fires a limpet drone onto an enemy system, allowing you to shut it down, or, in the case of the medbay and teleporter, reverse its effects for a few critical seconds.
16th Jun '18 7:09:15 PM PaulA
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* NoPartyLikeADonnerParty: One of the random encounters involves a refugee ship where the passengers and crew turned to cannibalism after being stranded in deep space and running out of food. It comes in several varieties, depending on how long they've been stranded and how many survivors there are when you encounter them.
16th Jun '18 11:42:59 AM Malady
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* AddedAlliterativeAppeal: [[EnforcedTrope Enforced]] with the Rock ship achievement, "Defense Drones Don't Do D'anything!"


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* AlliterativeName: [[EnforcedTrope Enforced]] with the Rock ship achievement, "Defense Drones Don't Do D'anything!"
2nd Jun '18 6:26:08 PM Darkaros
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* PlugNPlayTechnology: Pick up any ship component (weapons, systems, and augmentations), and it'll slide easily into your ship, no matter the source of the item or the ship itself. This is from simple examples such as buying weapons from far-off shops in foreign systems or random events with civilians gifting parts to you, to extremes like lucking into Mantis Pheromones for an Engi ship (in very rare events). Most of the time this is justified as the universe ''was'' formerly part of TheFederation, but even isolationists like the Slugs and the Crystalmen have shops that happily sell gear to your ship, no matter the origin of the ship.
24th May '18 12:14:56 PM Luigifan
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* AdamSmithHatesYourGuts: Played straight with ammunition (missiles, drones), fuel, and repairs. Averted with equipment of any kind, which always costs the same no matter when it's purchased. This is balanced with randomized store inventories.

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* AdamSmithHatesYourGuts: Played straight with ammunition (missiles, drones), fuel, and repairs.repairs, which cost more scrap in later sectors. Averted with equipment of any kind, which always costs the same no matter when it's purchased. This is balanced with randomized store inventories.
21st May '18 7:46:07 PM Luigifan
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** Enemy ships have random arsenals; it's entirely possible to wind up fighting an enemy that relies solely on beams, making it incapable of harming you if you have any amount of shields active. Some enemy systems are also randomized for each encounter, leading to the amusing sight of a shieldless auto-ship attacking you in an asteroid field and [[WinsByDoingAbsoutelyNothing ending up dead without you having to fire a shot]].

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** Enemy ships have random arsenals; it's entirely possible to wind up fighting an enemy that relies solely on beams, making it incapable of harming you if you have any amount of shields active. Some enemy systems are also randomized for each encounter, leading to the amusing sight of a shieldless auto-ship attacking you in an asteroid field and [[WinsByDoingAbsoutelyNothing [[WinsByDoingAbsolutelyNothing ending up dead without you having to fire a shot]].



*** As seen in the ''Captain's Edition'' mod, civilian ships and stations are a dark green-brown with yellow stripes. The Federation B ship, the ''Nisos'' also follows this colour scheme.

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*** As seen in the ''Captain's Edition'' mod, civilian ships and stations are a dark green-brown with yellow stripes. The Federation B ship, the ''Nisos'' ''Nisos'', also follows this colour scheme.



** One specific event begins by having you face off against an ordinary-looking enemy ship, like many other enemy encounter beacons. However, once they start taking on some damage and the situation turns, they prepare an "emergency FTL jump", and will almost ''immediately'' jump away - you have a grand total of '''5 seconds''' to stop it as long as they have any level of functioning piloting and engines. If you fail to do so, you lose out on any scrap reward from the ship, and will have to accept a quest to pursue it instead, which leads you to a fight against an even stronger enemy ship. The new enemy ship is ''also'' capable of an accelerated FTL jump, although you have a slightly longer 12 seconds this time, and only need to damage it enough to provoke a surrender.

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** One specific event begins by having you face off against an ordinary-looking enemy ship, like many other enemy encounter beacons. However, once they start taking on some damage and the situation turns, they prepare an "emergency FTL jump", and will almost ''immediately'' jump away - you have a grand total of '''5 seconds''' to stop it as long as they have any level of functioning piloting and engines. If you fail to do so, you lose out on any scrap reward from the ship, and will have to accept a quest to pursue it instead, which leads you to a fight against an even stronger enemy ship. The new enemy ship is ''also'' capable of an accelerated FTL jump, although you have a slightly longer 12 seconds this time, and only need to damage it enough to provoke a surrender.



*** It has an ability called [[spoiler:Power Surge, which allows it to either launch a ridiculous number of drones or fire a massive laser barrage in the second and third phases, respectively, which recharges independently of any of its visible or target-able systems. Finally, it's the only non-Zoltan ship with a Zoltan Shield, which has 12 points instead of the normal 5 points, and is the only ship able to recharge its Zoltan Shield in combat, an alternative to the laser barrage Power Surge previously mentioned.]] Exactly how advanced ARE the Rebels?

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*** It has an ability called [[spoiler:Power Surge, which allows it to either launch a ridiculous number of drones or fire a massive laser barrage in the second and third phases, respectively, which recharges independently of any of its visible or target-able systems. Finally, it's the only non-Zoltan ship with a Zoltan Shield, which has 12 points instead of the normal 5 points, and is the only ship able to recharge its Zoltan Shield in combat, an alternative to the laser barrage Power Surge previously mentioned.]] mentioned]]. Exactly how advanced ARE ''are'' the Rebels?



* CoolButInefficient: The Repair Arm repairs a few points of hull automatically at each jump point, at the cost of 15% of your earned scrap. Over time, this adds up to far more scrap than you would have spent if you just repaired your ship at a store or waited for an event which is cheap/free. Furthermore, if the player is taking enough damage that the augment is actually reasonably spending the scrap it's stealing, then keeping the hull intact is the least of the problems they're facing. If you are [[PowerupLetdown "awarded"]] it as part of a random event, you are well-advised [[ThatOneDisadvantage to dump it as quickly as possible.]] As of the Advanced Edition, it is significantly more efficient: it will repair your hull every time you receive a scrap reward (so if an event rewards you twice, it will repair you twice), and it will stop taking its percentage of scrap once your hull is fully repaired.

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* CoolButInefficient: The Repair Arm repairs a few points of hull automatically at each jump point, at the cost of 15% of your earned scrap. Over time, this adds up to far more scrap than you would have spent if you just repaired your ship at a store or waited for an event which is cheap/free. Furthermore, if the player is taking enough damage that the augment is actually reasonably spending the scrap it's stealing, then keeping the hull intact is the least of the problems they're facing. If you are [[PowerupLetdown "awarded"]] it as part of a random event, you are well-advised [[ThatOneDisadvantage to dump it as quickly as possible.]] possible]]. As of the Advanced Edition, it is significantly more efficient: it will repair your hull every time you receive a scrap reward (so if an event rewards you twice, it will repair you twice), and it will stop taking its percentage of scrap once your hull is fully repaired.



* CrazyPrepared: An encouraged playstyle, due to the sheer amount of SchmuckBait and the fact that choosing the same option in different playthrough can give a different outcome. You will want to have as diverse a crew and upgraded systems as possible, perhaps including weapons, to get those [[TakeAThirdOption blue options]] when dealing with the various Random Events throughout the galaxy.

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* CrazyPrepared: An encouraged playstyle, due to the sheer amount of SchmuckBait and the fact that choosing the same option in different playthrough playthroughs can give a different outcome. You will want to have as diverse a crew and upgraded systems as possible, perhaps including weapons, to get those [[TakeAThirdOption blue options]] when dealing with the various Random Events throughout the galaxy.



** The Rock Cruiser Type A has two missile weapons only. They are powerful and can take out ships in only 2 or 3 hits, but if you run out you can't hurt the enemy at all. An enemy with a Zoltan Shield or Defence Drones will often cost as much cash in new missiles to blow up as you get in scrap for killing it. The Slug Cruiser Type B has this problem even worse; not only does it only have missile-based weaponry, but it also lacks a medbay at the start, so healing your crew after a boarding operation requires the use of ammo-consuming Healing Bursts.

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** The Rock Cruiser Type A has two missile weapons only. They are powerful and can take out ships in only 2 or 3 hits, but if you run out out, you can't hurt the enemy at all. An enemy with a Zoltan Shield or Defence Drones will often cost as much cash in new missiles to blow up as you get in scrap for killing it. The Slug Cruiser Type B has this problem even worse; not only does it only have missile-based weaponry, but it also lacks a medbay at the start, so healing your crew after a boarding operation requires the use of ammo-consuming Healing Bursts.



* CruelMercy: When you damage an enemy's hull enough, they'll usually offer to give you some scrap and other resources, as long as you stop shooting at them. In most cases, they'll survive, but if you've damaged their oxygen they'll die if they can't repair it, meaning you've basically doomed them anyway. A similar thing can happen if you've destroyed their doors system and set a large amount of their ship on fire, usually resulting in them burning to death slowly but surely, or their ship spontaneously exploding after you've accepted their surrender. Of course, these things can happen to you just as easily.

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* CruelMercy: When you damage an enemy's hull enough, they'll usually offer to give you some scrap and other resources, as long as you stop shooting at them. In most cases, they'll survive, but if you've damaged their oxygen oxygen, they'll die if they can't repair it, meaning you've basically doomed them anyway. A similar thing can happen if you've destroyed their doors system and set a large amount of their ship on fire, usually resulting in them burning to death slowly but surely, or their ship spontaneously exploding after you've accepted their surrender. Of course, these things can happen to you just as easily.



* DesperationAttack: The final boss has an ability called Power Surge it uses during the second and third phases of the battle. [[spoiler:During the second phase, Power Surge will launch a massive group of attack drones, though they'll go away after the surge wears off. In the third phase, will fire a barrage of eight lasers that can overcome even a full set of shields if they all connect.]]

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* DesperationAttack: The final boss has an ability called Power Surge which it uses during the second and third phases of the battle. [[spoiler:During the second phase, Power Surge will launch a massive group of attack drones, though they'll go away after the surge wears off. In the third phase, it will fire a barrage of eight lasers that can overcome even a full set of shields if they all connect.]]
21st May '18 12:54:50 PM Luigifan
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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 and 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 Website/{{Kickstarter}} backers. [[http://www.kickstarter.com/projects/64409699/ftl-faster-than-light It is one of the first completed games spawned from a completed Kickstarter.]]

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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 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 and if you're lucky--some lucky some fancier things like new weaponry or whole new systems such as cloaking devices and teleporters.

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



* AchievementMockery: You get an achievement for dying in the tutorial mission. Since tutorial enemies can't damage your shields, this requires venting your entire ship of oxygen or turning your shields off manually - two actions that are completely unnecessary to completing the tutorial, and thus amount to killing yourself on purpose.

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* AchievementMockery: You get an achievement for dying in the tutorial mission. Since tutorial enemies can't damage your shields, this requires venting your entire ship of oxygen or turning your shields off manually - two actions that are completely unnecessary to completing the tutorial, and thus amount to killing yourself on purpose.



* AdamSmithHatesYourGuts: Played straight with ammunition (missile, drones), fuel, and repairs. Averted with equipment of any kind, which always costs the same no matter when it's purchased. This is balanced with randomized store inventories.

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* AdamSmithHatesYourGuts: Played straight with ammunition (missile, (missiles, drones), fuel, and repairs. Averted with equipment of any kind, which always costs the same no matter when it's purchased. This is balanced with randomized store inventories.



* AlphaStrike: A common and often necessary tactic for overwhelming the enemy. Assuming that a ship's weapon systems are upgraded so that it can power several weapons simultaneously, carefully timing their shots such that they happen closely together in a tight salvo can knock out shields, overwhelm defense drones, and set the enemy crew dealing with more damage control at once than it can comfortably handle. This is also a necessary tactic to employ beam weapons, which cannot penetrate shielding on their own. The Weapon Pre-igniter ship augment lets you launch one the moment a battle starts, and there's an achievement for using it to blow up an enemy ship with the first volley. Your enemies will rarely do this, since they normally fire each weapon the moment it is charged, even if waiting for the rest of their weapons to charge would be a lot more effective. However, cloaked enemy ships will sometimes charge all their weapons and hold their fire while cloaking, so that when they uncloak they release a barrage of fire.
* AlmostOutOfOxygen: It could happen to you, or to the enemies, if someone's oxygen generator gets busted. Short of sending Lanius crewmen through a teleporter, oxygen starvation is typically too slow-acting to take a ship's crew down[[note]]with the notable exception of a certain class of Slug ship, which lacks a door to the Oxygen system and therefore can't repair it AT ALL[[/note]]. Enemies will tend to flee rooms that have no oxygen (since they take constant damage), even if this means allowing your crew to destroy their systems.

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* AlphaStrike: A common and often necessary tactic for overwhelming the enemy. Assuming that a ship's weapon systems are upgraded so that it can power several weapons simultaneously, carefully timing their shots such that they happen closely together in a tight salvo can knock out shields, overwhelm defense drones, and set leave the enemy crew dealing with more damage control at once than it can comfortably handle. This is also a necessary tactic to employ beam weapons, which cannot penetrate shielding on their own. The Weapon Pre-igniter ship augment lets you launch one the moment a battle starts, and there's an achievement for using it to blow up an enemy ship with the first volley. Your enemies will rarely do this, since they normally fire each weapon the moment it is charged, even if waiting for the rest of their weapons to charge would be a lot more effective. However, cloaked enemy ships will sometimes charge all their weapons and hold their fire while cloaking, so that when they uncloak uncloak, they release a barrage of fire.
* AlmostOutOfOxygen: It could happen to you, or to the enemies, if someone's oxygen generator gets busted. Short of sending Lanius crewmen through a teleporter, oxygen starvation is typically too slow-acting to take a ship's crew down[[note]]with the notable exception of a certain class of Slug ship, which lacks a door to the Oxygen system and therefore can't repair it AT ALL[[/note]].''at all''[[/note]]. Enemies will tend to flee rooms that have no oxygen (since they take constant damage), even if this means allowing your crew to destroy their systems.



* AntiFrustrationFeatures: As hard as the game is, it does has a few features that prevent it from getting really bad.

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* AntiFrustrationFeatures: As hard as the game is, it does has have a few features that prevent it from getting really bad.



** Those crew members that you've been with since the start of the game, trained up from skill-less {{Mooks}} with no abilities whatsoever into vital parts of your ship, can be killed off at a moment's notice. And the game carries on, expecting you to toughen up and find a way to continue. Avoiding losing any crew is difficult enough there's actually an achievement for it, aptly titled "No [[RedShirt Redshirts]] Here".

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** Those crew members that you've been with since the start of the game, trained up from skill-less {{Mooks}} with no abilities whatsoever into vital parts of your ship, can be killed off at a moment's notice. And the game carries on, expecting you to toughen up and find a way to continue. Avoiding losing any crew is difficult enough that there's actually an achievement for it, aptly titled "No [[RedShirt Redshirts]] Here".



* ArbitraryHeadcountLimit: No more than eight crewmembers in a ship. That's not to say that there can only be 8 friendly people on the ship, but any passenger is only ever described as being in the "cargo hold" if their presence is mentioned at all.

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* ArbitraryHeadcountLimit: No more than eight crewmembers in on a ship. That's not to say that there can only be 8 friendly people on the ship, but any passenger is only ever described as being in the "cargo hold" if their presence is mentioned at all.



** Enemy ships fire weapons without regard to their effectiveness -- missiles at a defense drone, beams at a shielded ship, etc. In combination with randomized enemy loadouts, it is possible to have a ship which is incapable of hurting the player yet won't stop trying, turning it into an experience fountain to train up crew skills.
** Enemy ships pick targets at random, instead of strategically targeting systems, even when doing this is detrimental to the weapon in question -- ion weapons, for example. This extends to specialized systems like hacking, teleportation, and mind control.

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** Enemy ships fire weapons without regard to their effectiveness -- missiles at a defense drone, beams at a shielded ship, etc. In combination with randomized enemy loadouts, it is possible to have a ship which is incapable of hurting the player yet won't stop trying, turning it into an experience fountain to train up crew skills.
** Enemy ships pick targets at random, instead of strategically targeting systems, even when doing this is detrimental to the weapon in question -- ion weapons, for example. This extends to specialized systems like hacking, teleportation, and mind control.



** Enemy ships have random arsenals; it's entirely possible to wind up fighting an enemy that relies solely on beams, making it incapable of harming you if you have any amount of shields active. Some enemy systems are also randomized for each encounter, leading to the amusing sight of a shieldless auto-ship attacking you in an asteroid field and ending up dead without you having to fire a shot.
** Your own boarders will cease destroying systems on the enemy ship as soon as the enemy crew is dead - even if the ship still has an active mind control system. Since you're also prevented from shooting at enemy ships after the battle is over, this refusal can lead to you having to kill or maroon one of your own crew.

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** Enemy ships have random arsenals; it's entirely possible to wind up fighting an enemy that relies solely on beams, making it incapable of harming you if you have any amount of shields active. Some enemy systems are also randomized for each encounter, leading to the amusing sight of a shieldless auto-ship attacking you in an asteroid field and [[WinsByDoingAbsoutelyNothing ending up dead without you having to fire a shot.
shot]].
** Your own boarders will cease destroying systems on the enemy ship as soon as the enemy crew is dead - even if the ship still has an active mind control system. Since you're also prevented from shooting at enemy ships after the battle is over, this refusal can lead to you having to kill or maroon one of your own crew.



* AscendToAHigherPlaneOfExistence: When you approach the "Great Eye" in a Zoltan sector, one of the possible outcomes is a crew member aging in reverse, then disappearing. You're uncertain what happened to that crew member because even a Clone Bay won't bring them back, and you hope that they've transcended physical existence.

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* AscendToAHigherPlaneOfExistence: When you approach the "Great Eye" in a Zoltan sector, one of the possible outcomes is a crew member aging in reverse, then disappearing. You're uncertain what happened to that crew member because [[DeaderThanDead even a Clone Bay won't bring them back, back]], and you hope that they've transcended physical existence.



** Some weapons, like the Glaive Beam, are several times the size of their more basic counterparts, with damage output to match. The final boss has no less than ''four'' {{BFG}}s: triple-barreled missile, ion and laser weapons, along with a long two-damage Halberd-like beam.

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** Some weapons, like the Glaive Beam, are several times the size of their more basic counterparts, with damage output to match. The final boss has no less than ''four'' {{BFG}}s: triple-barreled missile, ion ion, and laser weapons, along with a long two-damage Halberd-like beam.



** We don't get to actual piece itself, but the Anti-Ship Batteries are these. They fire one single, powerful shot that pierces all shields and guaranteed to breach your hull if it hits.
* 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.
* BittersweetEnding: Your ship and the flagship can kill each at the same time. If the Flagship is destroyed in this way at stage three, you win and the Federation is saved, but your entire crew died. This also counts as a HeroicSacrifice.

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** We don't get to the actual piece itself, but the Anti-Ship Batteries are these. They fire one single, powerful shot that pierces all shields and guaranteed to breach your hull if it hits.
* 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.
* BittersweetEnding: Your ship and the flagship can [[MutualKill kill each other at the same time.time]]. If the Flagship is destroyed in this way at stage three, you win and the Federation is saved, but your entire crew died. This also counts as a HeroicSacrifice.



** Hull Repair Drones don't do anything exciting and spend most of the time stashed away in storage. But they can save your life if your ship is starting to break apart from all the accumulated ScratchDamage and there's no store in sight. They are especially useful for healing in between the three phases of the boss fight. They also help you save scrap you'd pay for repairs, if you have more drone parts than you need.

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** Hull Repair Drones don't do anything exciting and spend most of the time stashed away in storage. But they can save your life if your ship is starting to break apart from all the accumulated ScratchDamage and there's no store in sight. They are especially useful for healing in between the three phases of the final boss fight. They also help you save scrap you'd pay for repairs, if you have more drone parts than you need.



** The Backup Battery adds two or four extra power bars for 30 seconds. Thats it. But there will be so many times you need that extra power.

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** The Backup Battery adds two or four extra power bars for 30 seconds. Thats That's it. But there will be so ''so'' many times you need ''need'' that extra power.



** If you have a Slug crew mate, there are blue options in certain events. Most of them involve the Slug mentally surveying an area, communicating with someone out of harm's way, or checking an enemy Slug. There is one event, however, where the Slug silently talks some Zoltan guards into let your ship bypass profiling. Usually, the mere sight of a Slug ship at a trade hub causes the guards to attack. Here, your crewmember is able to convince them your ship is fine and to give you fuel, so it's implied there was some degree of mind control going on.
** There's also a system you can install that is literal Mind Control; you can take over an enemy on their ship (Or a boarder on your ship, or if one of the enemy ships has it and takes over one of your crew, you can take them back.)
* ClippedWingAngel: [[spoiler:The third form of the Rebel Flagship; while it [[DamageSpongeBoss can take a lot of punishment]], it's a far cry from the murderous second form. With good evasion and a well-aimed shot at the missile launcher, it will be practically incapable of hurting you. Its wings are even ''literally'' clipped, since the wing-like nacelles on either side blew up in the last two rounds. The ''Advanced Edition'' of the ship could [[ZigZaggingTrope zig-zagg]] the trope, however, since the Flagship now has Mind Control, which can be extremely hard to counter if you don't have one of your own, and will take you a while to break through the ship's Zoltan shield before you can disable it. If the Flagship still has large crew contingent left, the enemy boarding team and mind control together has a very good chance of wrecking you.]].

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** If you have a Slug crew mate, there are blue options in certain events. Most of them involve the Slug mentally surveying an area, communicating with someone out of harm's way, or checking an enemy Slug. There is one event, however, where the Slug silently talks some Zoltan guards into let letting your ship bypass profiling. Usually, the mere sight of a Slug ship at a trade hub causes the guards to attack. Here, your crewmember is able to convince them your ship is fine and to give you fuel, so it's implied there was some degree of mind control going on.
** There's also a system you can install that is literal Mind Control; you can take over an enemy on their ship ship. (Or a boarder on your ship, or if one of the enemy ships has it and takes over one of your crew, you can take them back.)
* ClippedWingAngel: [[spoiler:The third form of the Rebel Flagship; while it [[DamageSpongeBoss can take a lot of punishment]], it's a far cry from the murderous second form. With good evasion and a well-aimed shot at the missile launcher, it will be practically incapable of hurting you. Its wings are even ''literally'' clipped, since the wing-like nacelles on either side blew up in the last two rounds. The ''Advanced Edition'' of the ship could [[ZigZaggingTrope zig-zagg]] zig-zag]] the trope, however, since the Flagship now has Mind Control, which can be extremely hard to counter if you don't have one of your own, and will take you a while to break through the ship's Zoltan shield before you can disable it. If the Flagship still has a large crew contingent left, the enemy boarding team and mind control together has a very good chance of wrecking you.]].]]



* CloningGambit: The Clone Bay system, which replaces the Medbay on some ships, makes it possible to have your entire crew killed and not immediately lose. However, 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.
* CoitusInterruptus: One RandomEncounter has you encounter a pair of Engi ships smashed together. [[BizarreAlienReproduction As it turns out, this is how Engi breed.]] If you try to help get them unstuck, the larger half of the pairing tries to kick your ass for it. Notably, this is one of the only instances where defeating a ship (either by destruction or crew death) nets ZERO reward, so you're better off trying...

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* CloningGambit: The Clone Bay system, which replaces the Medbay on some ships, makes it possible to have your entire crew killed and not immediately lose. However, 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 is rendered {{Unwinnable}} and you're forced to reset.
* CoitusInterruptus: One RandomEncounter has you encounter a pair of Engi ships smashed together. [[BizarreAlienReproduction As it turns out, this is how Engi breed.]] If you try to help get them unstuck, the larger half of the pairing tries to kick your ass for it. Notably, this is one of the only instances where defeating a ship (either by destruction or crew death) nets ZERO reward, so you're better off not trying...



** The individual sectors in the sector map fall into one of three different colors: green, red, and purple. Green sectors (Civilian, Engi, and Zoltan) tend to have more friendly and non-combat encounters and are a low-risk choice, while red sectors (Rock, Rebel, Mantis, Pirate-Controlled, and Abandoned) have more combat encounters and dangerous enemies, but can potentially provide you with more scrap thanks to the numerous battles. Purple sectors, fittingly ambiguous compared to the normal danger level spectrum, are reserved for nebula sectors - Slug and Uncharted - in which fleet pursuit is slowed and rebel [=ASBs=] cannot shoot you should you be overtaken, but where you often lose system functionality.

to:

** The individual sectors in the sector map fall into one of three different colors: green, red, and purple. Green sectors (Civilian, Engi, and Zoltan) tend to have more friendly and non-combat encounters and are a low-risk choice, while red sectors (Rock, Rebel, Mantis, Pirate-Controlled, and Abandoned) have more combat encounters and dangerous enemies, but can potentially provide you with more scrap thanks to the numerous battles. Purple sectors, fittingly ambiguous compared to the normal danger level spectrum, are reserved for nebula sectors - Slug and Uncharted - in which fleet pursuit is slowed and rebel [=ASBs=] cannot shoot you should you be overtaken, but where you often lose system functionality.
21st May '18 12:22:04 PM Luigifan
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* AlwaysAccurateAttack: Beam weapons will always hit their targets. The tradeoff is that shields will mitiage beam damage, up to and including outright blocking damage if the beam's power is less than or equal to the number of layers the shield has.
* AlwaysChaoticEvil: Averted--you can find reasonable and friendly members of all races. Even some of the rebels aren't too happy with the situation and [[PunchClockVillain are just following orders]]. Perhaps the closest you get are the telepathic ConMan Slugs, who were shunned in the Federation because of their incessant exploitative antics. Even then, individual Slugs may work for the Federation regardless and you do come across the occasional trustworthy one.

to:

* AlwaysAccurateAttack: Beam weapons will always hit their targets. The tradeoff is that shields will mitiage mitigate beam damage, up to and including outright blocking damage if the beam's power is less than or equal to the number of layers the shield has.
* AlwaysChaoticEvil: Averted--you Averted you can find reasonable and friendly members of all races. Even some of the rebels aren't too happy with the situation and [[PunchClockVillain are just following orders]]. Perhaps the closest you get are the telepathic ConMan Slugs, who were shunned in the Federation because of their incessant exploitative antics. Even then, individual Slugs may work for the Federation regardless and you do come across the occasional trustworthy one.



** As of ''Advanced Edition'', Clone Bays, 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, a unit killed while the Clone Bay is offline or broken will not be coming back unless you get it back online 'immediately' (unless you have the Backup DNA Bank augment).

to:

** As of ''Advanced Edition'', Clone Bays, 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, 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).
This list shows the last 10 events of 1042. Show all.
http://tvtropes.org/pmwiki/article_history.php?article=VideoGame.FTLFasterThanLight