History Videogame / FTLFasterThanLight

12th May '16 3:12:47 PM Leylicite
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** Similarly, enemy ships can appear fielding four drones, whereas the limit for any playable ship is three.

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** Similarly, enemy ships can appear fielding four drones, whereas the limit for any playable ship is three. Some classes of enemy ship can have up to 10 bars of weapons power, and the player's ship can only have up to 8 bars.



*** In addition to a standard Halberd beam, it has a triple-barreled laser (that can cause fires and breaches), a triple-barreled ion cannon, and a triple-barreled missile launcher, none of which you can ever buy. Each also has its own dedicated artillery bay and crewmember to repair it, though they are mercifully isolated from the main ship area unless you're playing on Hard.

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*** In addition to a standard slightly longer custom Halberd beam, it has a triple-barreled laser (that can cause fires and breaches), a triple-barreled ion cannon, and a triple-barreled missile launcher, none of which you can ever buy. Each also has its own dedicated artillery bay and crewmember to repair it, though they it. They are mercifully isolated from the main ship area area, unless you're playing on Hard.



*** [[spoiler:It has an ability called 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. Finally, it's the only non-Zoltan ship with a Zoltan Shield, which is several times stronger than normal, 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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*** [[spoiler:It It has an ability called Power Surge [[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. recharges independently of any of its visible or target-able systems. Finally, it's the only non-Zoltan ship with a Zoltan Shield, which is several times stronger than normal, 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?



** The Type B Stealth Ship can OneHitKill most enemies in the early sectors thanks to its Glaive Beam. That is, if you can keep the beam online for its 25-second charge time, enough time for many other weapons to fire at least twice, with low-level engines and no shields, with only a 10-second cloak offering any real protection.
** On the other side of the spectrum, the Type B Mantis Cruiser has only two crew, two drone slots, and no starting weapons. However, it [[StoneWall comes with powerful shields]], a four-person teleporter room, and is crewed by Mantises, who are the masters of hand-to-hand combat. They can make short work of most any ship by boarding it. If you wind up against a drone ship, however, you either have to wait for the boarding drone to slowly break and rebreak all of the robot ship's modules or just escape. Also, until you get a weapon or happen upon the Zoltan Shield Bypass augment, you are impotent against anything with a Zoltan shield.

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** The Type B Stealth Ship can OneHitKill most enemies in the early sectors thanks to its Glaive Beam. That is, if you can keep the beam online for its 25-second 22.5-second charge time, enough time for many other weapons to fire at least twice, with low-level engines and no shields, with only a 10-second cloak offering any real protection.
** On the other side of the spectrum, the Type B Mantis Cruiser has only two crew, two drone slots, and no starting weapons. However, it [[StoneWall comes with powerful shields]], a four-person teleporter room, and is crewed by Mantises, who are the masters of hand-to-hand combat. They can make short work of most any ship by boarding it. If you wind up against a drone ship, however, you either have to wait for the boarding drone to slowly break and rebreak all of the robot ship's modules modules, or just escape. Also, until you get a weapon or happen upon the Zoltan Shield Bypass augment, you are impotent against anything with a Zoltan shield.



** The Engi Cruiser Type A starts with an Ion Blast II and a Combat Drone. If you can't keep the enemy shields permanently stunned with the Ion, the Combat Drone, your only source of damage, will uselessly shoot at the enemy shields since it can shoot only one one-damage laser at a time. Because of this, it's imperative that you find a missile weapon or other shield-piercing/bypassing weapon or drone as soon as possible.

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** The Engi Cruiser Type A starts with an Ion Blast II and a Combat Drone. If you can't keep the enemy shields permanently stunned with the Ion, the Combat Drone, your only source of damage, will uselessly shoot at the enemy shields since it can shoot only one one-damage laser at a time. Anti-Drones will also take out your combat drone, leaving you with just an Ion Blast II that can't do hull damage and can only occasionally disable the anti-drone. Because of this, it's imperative that you find a missile weapon or other shield-piercing/bypassing support weapon or drone as soon as possible.



** The Type C Stealth Cruiser takes this UpToEleven by sacrificing the cloaking system for a more power-efficient shield generator drone; with this ship, emphasis is more on "Crippling" than "Specialized".

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** The Type C Stealth Cruiser takes this UpToEleven by sacrificing the cloaking system for a more power-efficient shield Zoltan overshield generator drone; drone that can block beams and bombs; with this ship, emphasis is more on "Crippling" than "Specialized".



* DamageSpongeBoss: [[spoiler:The final phase of the boss fight gives the boss a Zoltan shield with double the power of a normal one and the ability to restore it completely after a while. This is partly to make up for it being weaker now than in the last two phases.]]

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* DamageSpongeBoss: [[spoiler:The final phase of the boss fight gives the boss a Zoltan shield with slightly more than double the power of a normal one and the ability to restore it completely after a while. This is partly to make up for it being weaker now than in the last two phases.]]



** 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, or they are left behind without being able to clone them.

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** 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, crewman (usually due to disease), or they are left behind without being able to clone them.



* 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 drones, though they'll go away after the surge wears off. In the third phase, will fire a barrage of 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 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.]]



** If you manage to take out the entirety of the Flagship's crew, an advanced A.I takes over, in order to make sure you play through all three phases of the battle. This sometimes makes the fight harder, as the A.I. automatically repairs its systems.

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** If you manage to take out the entirety of the Flagship's crew, an advanced A.I I. takes over, in order to make sure you play through all three phases of the battle. This sometimes makes the fight harder, as the A.I. automatically repairs its systems.



* DifficultButAwesome: Stealth Cruiser Type-B is normally [[CripplingOverspecialization extremely specialized]] and difficult to use in the early game--that is, until you upgrade your stealth matrix to level 3, which gives you 15 seconds of invisibility. Since almost every enemy weapon takes longer than 7.5 seconds to charge and can't lock onto you during the 15 seconds you're stealthed, the combined 22.5 seconds of safety is plenty of time to charge your [[InfinityPlusOneSword Glaive Beam]] and OneHitKill pretty much any ship through the first couple of sectors.

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* DifficultButAwesome: Stealth Cruiser Type-B is normally [[CripplingOverspecialization extremely specialized]] and difficult to use in the early game--that is, until you upgrade your stealth matrix to level 3, which gives you 15 seconds of invisibility. Since almost every enemy weapon takes longer than 7.5 seconds to charge and can't lock onto you during the 15 seconds you're stealthed, the combined 22.5 seconds of safety is plenty of time to charge your [[InfinityPlusOneSword Glaive Beam]] and OneHitKill pretty much any ship most ships through the first couple of sectors.sectors, before they can even fire their weapons.



** The Rock Cruiser Type B "Shivan" starts out with Fire Bombs, a unique Heavy Piercing Laser and a strong Rock crew. The HPL is incredibly effective early on, charging fairly quickly and ignoring one layer of shields, while taking no ammunition and not being vulnerable to Mk I Defense Drones. While it becomes less effective later on, it's strong enough to the point where you can collect the supporting crew and a teleporter to assemble your Rocks into a fire-augmented nigh-unstoppable boarding crew for the late game, or else acquire further weaponry to help combat more heavily defended foes. It does have 2 disadvantages: no airlock and no door control. This means that you can't hurt enemies by opening airlocks, and no way to contain fire or extinguish them unless you divert crews from their position to stop it.

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** The Rock Cruiser Type B "Shivan" starts out with Fire Bombs, a unique Heavy Piercing Laser and a strong Rock crew. The HPL Heavy Pierce is incredibly effective early on, charging fairly quickly and ignoring one layer of shields, while taking no ammunition and not being vulnerable to Mk I Defense Drones. While it becomes less effective later on, it's strong enough to the point where you can collect the supporting crew and a teleporter to assemble your Rocks into a fire-augmented nigh-unstoppable boarding crew for the late game, or else acquire further weaponry to help combat more heavily defended foes. It does have 2 disadvantages: no airlock and no door control. This means that you can't hurt enemies by opening airlocks, and no way to contain fire or extinguish them unless you divert crews from their position to stop it.



** Getting a Chain Vulcan drop early on with one of the ships who start with 3 or 4 Weapon Power (Kestrel B, Zoltan B, Stealth B, for example) can make the game trivially easy as the Vulcan is a good enough weapon to take down the ''flagship'' on its own, giving the player the ability to concentrate their scrap spending on shields, engines and defence drones.
** The Type B Lanius cruiser starts with a highly power-efficient flak battery; 3 shots, even if slightly inaccurate, will easily chew through 1 layer of shields to damage enemy systems.

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** Getting a Chain Vulcan drop early on with one of the ships who start with 3 or 4 Weapon Power (Kestrel B, Zoltan B, Stealth B, for example) can make the game late-game trivially easy as the Vulcan is a good enough weapon to take down the ''flagship'' on its own, giving the player the ability to concentrate their scrap spending on shields, engines and defence drones.
** The Type B Lanius cruiser starts with a highly power-efficient flak battery; launcher: 3 shots, even if slightly inaccurate, will easily chew through 1 layer of shields to damage enemy systems.



* DroneDeployer: While all ships have the ability to send out drones, Engi ships are particularly focused on drone-combat. In fact, Engi Cruiser Type B starts with ''three'' drones and only one lonely crew member.

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* DroneDeployer: While all ships have the ability to send out drones, Engi ships are particularly focused on drone-combat. In fact, Engi Cruiser Type B starts with ''three'' onboard drones and only one lonely crew member.



** The Unidentified and Rock cruisers have the sheer firepower to destroy any early game ship, and Mantis cruisers are easier to blast through the early game with their ability to slaughter the enemy crew with ease, as early game ships lack the numbers of crew ''and'' the medbays that make them able to better resist a Mantis boarding party, or just a boarding drone.
** The Stealth cruiser on the other hand is a very hard ship to use in the early game. Neither variant of the ship has shielding, relying on engine and cloaking modules to increase the soft counter of evasion against attack, instead of the hard counter of shielding. Taking one bad hit can cripple its ability to withstand punishment.

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** The Unidentified and Rock cruisers have the sheer firepower to destroy any early game ship, and Mantis cruisers are easier to blast through the early game with their ability to slaughter the enemy crew with ease, as early game ships lack the numbers of crew ''and'' the medbays that make them able to better resist a Mantis boarding party, or just let alone a boarding drone.
drone or bomb on top.
** The Stealth cruiser on the other hand is a very hard ship to use in the early game. Neither No variant of the ship has shielding, relying on engine and cloaking modules to increase the soft counter of evasion against attack, instead of the hard counter of shielding. Taking one bad hit can cripple its ability to withstand punishment.
12th May '16 2:39:11 PM Leylicite
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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 man up and find a way to deal. There's actually an achievement for not losing a man all the way through, 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 man toughen up and find a way to deal. There's continue. Avoiding losing any crew is difficult enough there's actually an achievement for not losing a man all the way through, it, aptly titled "No [[RedShirt Redshirts]] Here".
12th May '16 2:36:55 PM Leylicite
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* 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.

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* 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.beacons for more score.
12th May '16 2:36:04 PM Leylicite
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* 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 disproportionally powerful compared to your own, 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. Previously, a well-equipped ship could tank the rebels, enabling you to spend even more time in a sector. In fact, doing this is what allows some players to reach high scores above 10,000. In ''Advanced Edition'', grinding them is out of the question.

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* 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 disproportionally disproportionately powerful compared to your own, 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. Previously, a well-equipped ship could tank This prevents all but the rebels, enabling you to spend even more time in a sector. In fact, doing this is what allows some players to reach high scores above 10,000. In ''Advanced Edition'', fastest methods from being practical for grinding them is out of the question.fleet beacons.
25th Apr '16 11:24:01 AM DracMonster
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Added DiffLines:

* MacGuffin: The "vital information" you're carrying. You (the player) never even find out what it is until you reach the final system. (It turns out to simply be [[spoiler:"There's a boss ship."]])
24th Apr '16 11:50:18 PM HiddenWindshield
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** The Rebel flagship, if you're planning to board it and kill the crew. All four of its guns stations are in isolated rooms, making it easy to destroy those systems except the triple laser, and none of them can be repaired as no Rebel crew can get to them. In Hard, however, both the missile launcher and laser are connected to the main area itself.

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** The Rebel flagship, if you're planning to board it and kill the crew. All four of its guns stations except the triple laser are in isolated rooms, making it easy to destroy those systems except the triple laser, systems, and none of them can be repaired as no Rebel crew can get to them. In Hard, however, both the missile launcher and laser are connected to the main area itself.
10th Apr '16 3:54:39 PM Brickman
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Added DiffLines:

** The quest for unlocking the Zoltan ship involves talking a rebel ship into not fighting you. If you succeed it'll [[spoiler:turn out to be the Zoltan from before testing you]], but if you fail it'll just turn out to be an ordinary rebel ship.
7th Apr '16 10:56:36 PM ShinyMoogle
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Added DiffLines:

** 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.
27th Mar '16 8:03:03 PM spudwalt
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* 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, but for the most part will keep you safe from missiles and even incoming combat/hacker drones.



* ScratchDamage: Every shot that hits a room will do at least one hull damage, provided the weapon has some sort of base damage. Bombs, the fire beam, and the bio-beam are exceptions. Rock ships (specifically, their Rock Hull Plating augment) have a chance to negate hull damage every time they are attacked, although the systems hit are still damaged. The Type-A Stealth cruiser (specifically, their Titanium System Casing) inverts that, having a chance at protecting the system but still suffering hull damage.

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* ScratchDamage: Every shot that hits a room will do at least one hull damage, provided the weapon has some sort of base damage. Bombs, ion weapons, the fire beam, and the bio-beam are exceptions. Rock ships (specifically, their Rock Hull Plating augment) have a chance to negate hull damage every time they are attacked, although the systems hit are still damaged. The Type-A Stealth cruiser (specifically, their Titanium System Casing) inverts that, having a chance at protecting the system but still suffering hull damage.
21st Mar '16 6:52:08 PM R1ck
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** One achievement for the Federation ship requires you to use your crew in four blue events by sector five. Even with your diverse crew, you just have to hope you run into events which allow you to do so.
** Another achievement for the Kestrel is "Have six different alien races on your crew." Nearly impossible with Kestrel A (starts with Human crew only) and a little easier with Type B (starts with three of the six races: Human, Mantis, and Zoltan).

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** One achievement for the Federation ship requires you to use your crew in four blue events by sector five. Even with your diverse crew, you just have to hope you run into events which allow you to do so.
**
so. Another achievement for the Kestrel is "Have six different alien races on your crew." Nearly impossible with Kestrel A (starts with Human crew only) and a little easier with Type B (starts with three of the six races: Human, Mantis, and Zoltan). And an achievement for the crystal cruiser requires destroying 15 rock ships in one run. That will likely require running into 2 rock controlled sectors, and fighting a lot of battles in them. You are much more likely to beat the game with the ship than you are to get this achievement.
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