FTL: Limited Information (Federation Victory!)

For completed/abandoned Mish Mash Games.
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Post Post #25 (ISO) » Fri Mar 08, 2019 3:03 am

Post by Varsoon »

Though, I do not know if Lanius and Mind Control will be in the game, as those were introduced in an update that can be toggled on or off, and I have no clue if we're playing with that update.
@Mod: Will content like Lanius, Flak weaponry, Mind Control, etc. be in the game?
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Post Post #26 (ISO) » Fri Mar 08, 2019 3:06 am

Post by Varsoon »

Also, is everyone who signed up somewhat familiar with FTL?
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Post Post #27 (ISO) » Fri Mar 08, 2019 3:13 am

Post by PvtUrist »

In post 21, the worst wrote: I'm easy
tee hee
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Post Post #28 (ISO) » Fri Mar 08, 2019 7:21 am

Post by callforjudgement »

In post 25, Varsoon wrote:Though, I do not know if Lanius and Mind Control will be in the game, as those were introduced in an update that can be toggled on or off, and I have no clue if we're playing with that update.
@Mod: Will content like Lanius, Flak weaponry, Mind Control, etc. be in the game?
Probably. I can't guarantee it turns up in any particular game, but I'm not going to toggle it off. (Note that like pretty much everything else in the game, the stats of most of this content have been altered.)
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Post Post #29 (ISO) » Fri Mar 08, 2019 7:24 am

Post by Varsoon »

Okay, just curious if we were playing with that expansion content stuff.
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Post Post #30 (ISO) » Fri Mar 08, 2019 7:32 am

Post by callforjudgement »

Looks like we have the following player list, as of right now:
  • the worst (Engi)
  • PvtUrist (Rock)
  • Varsoon (Mantis)
  • Iconeum (Slug)
and the following list of players who might join later:
  • BuJaber
  • Enter
Of course, this will probably change! This post will be frozen in time, but I'll keep an updated list in the first post.

I'm just about to send out PMs to the four current players, listing their Private Topics (in which they can find their objectives for the game, and in which I'll send them information / they'll send me actions). The first decision will be made by everyone together, though; I'll post that here once the role PMs have been sent out.
Last edited by callforjudgement on Fri Mar 08, 2019 8:01 am, edited 3 times in total.
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Post Post #31 (ISO) » Fri Mar 08, 2019 7:43 am

Post by Enter »

Put me on the list of maybe join later please
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Post Post #32 (ISO) » Fri Mar 08, 2019 7:44 am

Post by callforjudgement »

PEDIT: Sure, I'll add Enter to the list.

Sorry for the delay in sending out role PMs; my Internet is being very slow at the moment.

Here's our ship. We've just embarked aboard it:
Image
There's plenty of jobs to do aboard it, so it won't do much good just standing in the centre of the ship. Besides, the Rebels are looking for us, and so we need to get out of here fast. Time to get to work!

Choose Your StationsFederation warships are intended to be operated by a large crew, divided for organisational purposes into several divisions. Because only the four of you are left, I guess you'll have to take one each. You don't
have
to divide up the various tasks as shown below, but it's a recommended division for four players, both in terms of the number of decisions you make and the amount of scrap you'll likely be spending on the ship..

Navigation
: Responsible for choosing where the ship goes and what it does. In combat, responsible for dodging enemy attacks. Makes decisions about jump destinations, piloting, and engine upgrades.
Most FTL players agree that the game is more fun when the navigator has no idea what they're doing, so this is a perfect role for players who have never played FTL before.
The navigator will spend most of their time in the piloting system.

Weaponry
: Responsible for shooting at things, mostly enemy ships. Makes decisions about weapon usage and upgrades to weapon systems.
The weaponry system is the most complex part of FTL. As such, I'd recommend that this role is only taken by someone who has already played and beaten FTL, so I don't have to write out several screenfuls of mechanics information about it.
The gunner will spend most of their time in the weapons system.

Logistics
: Responsible for keeping the ship's structure intact and its engines running. Makes decisions about fuel purchases and usage, the ship's nuclear reactor, and hull repairs.
This role isn't particularly complex; new players should do fine in it.
The head of logistics will spend most of their time in the engine bay.

Technology
: Responsible for all the additional gizmos that a ship requires. Makes decisions about shield upgrades, life support, security, and internal repairs.
This is a mix of lots of minor decisions, rather than a few major ones.
The head of technology will spend most of their time operating the shields.


Note that although there are obvious places where you'll spend most of your time, you're allowed to move around the ship as you please (although it's a fairly large ship, so it will take time to get to a particular part of it). Some jobs around the ship may need to be done manually from particular rooms. As such, let me know in your private topics how you plan to move around the ship.

Finally, the ship doesn't
need
a name, but it should really have one. Any suggestions?
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Post Post #33 (ISO) » Fri Mar 08, 2019 7:56 am

Post by Varsoon »

As a Mantis, it's very important that I:
1. Fight enemy boarding parties off
2. Don't take sole responsibility over a room where I can't readily leave
3. Don't take sole responsibility over a room where I might need to fix a system required for us not to lose

I'd like our ship to be called The Zephyr!
Or Airwrecka, pronounced as 'Erica'!!~
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Post Post #34 (ISO) » Fri Mar 08, 2019 7:59 am

Post by Varsoon »

I'd recommend that the Engi be our Technology guy since repairing our shield system is probably high priority.
We'll probably want our Slug as the pilot
And our Rock can go on weapons.
I might chill in the Engine room and on Logistics.

What do ya'll think?
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Post Post #35 (ISO) » Fri Mar 08, 2019 8:38 am

Post by Varsoon »

Hm, based on how Sensors and our ship knowledge works, I think the best fit for me would be
Logistics
and to have the Sensor room as my default room.

Can you break down the different rooms that we have on the ship and what they do within the scope of this game, just for clarity?
For instance, I am familiar with how rooms function in FTL, but I'm curious how each will work within the limited info scope of this game on top of that.
Also still got no idea if the other players are super familiar with FTL or not.
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Post Post #36 (ISO) » Fri Mar 08, 2019 8:40 am

Post by Varsoon »

Or is it called the Security room?
Anyway
Room with the Cameras
so I can know where to haul ass if someone tries to slip in our ship
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Post Post #37 (ISO) » Fri Mar 08, 2019 8:48 am

Post by callforjudgement »

I'll be giving everyone detailed information on the rooms they're in charge of, once we've decided who goes where.

The basics, though, is "if you're in charge of a room you can control how it operates (although many things work better controlled directly than remotely), if you're in a room or in charge of it you get information about things that happen in that room or could be perceived from that room".

A quick summary of each room on the main deck of the ship (there are some things inside the ship too, like the nuclear reactor, which can't be accessed but can be controlled, and thus they've been assigned to the four main divisions). Based on the image in :

Back of the ship

Life support (two rooms, port side): Infirmary (aft) heals injuries, oxygen pumps (fore) send oxygen all over the ship.
Engines (centre): Allow the ship to move faster.
Shields (aft starboard): Protect against some attacks.
Door control (fore starboard): Allows manually controlling the doors anywhere on the ship.

Front of the ship

Weapons (two rooms, front centre and port): Shoot at / kill things.
Sensors (starboard): Allows gathering of information.
Piloting (aft centre): Navigation and dodging enemy attacks.
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Post Post #38 (ISO) » Fri Mar 08, 2019 8:51 am

Post by callforjudgement »

By the way, I'll be V/LA for several hours from now due to work, but I'll be back after that to answer any further questions. (You can discuss things here, and/or ask in your private thread.)
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Post Post #39 (ISO) » Fri Mar 08, 2019 8:51 am

Post by Varsoon »

If I want to move between rooms or take an action, would I post that here or in my PT?
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Post Post #40 (ISO) » Fri Mar 08, 2019 2:00 pm

Post by callforjudgement »

Post all actions in your PT
. You may discuss potential actions in the main game thread, though (and as every player has a similar primary objective, doing so is likely to be helpful to coordinate reaching that objective).
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Post Post #41 (ISO) » Fri Mar 08, 2019 2:30 pm

Post by the worst »

wow I was very tired this morning. I thought I wrote up a length post with comments & suggestions.. :lol:

Navigation should be Iconeum, I think.
I think? he's new to FTL, which means the game will be 9,001 times more funner with a newer navigator.
He's also a slug, and slug mind control immunity = low chance of evasion suddenly being reduced to 0% (really, outside of missile bombardment & hacking, which are somewhat avoidable).

I'll happy take control of technology, as Varsoon suggested. My quick repair ninja skills are very valuable in the shield room, and I'm fine with making small decisions on the fly with the 'ethos' of the rest of the crew in mind and reporting back on major decisions where feedback's needed. :)

Logistics I'm fine with Varsoon looking after. My only suggestion would be to consider PvtUrist for this job, as having a Rock on engines for their tendency to BURST INTO HORRIFIC FLAMES at any moment can be useful. But if either/both of you have a strong preference, I support it.

That being said, weaponry should indeed be taken by someone experienced and that's PvtUrist to a T. he's an absolute gun (pun intended) at FTL and would handle this role with the care it demands.

Vars, I'm not sure how experienced you are - if you're good at FTL too then my call on the engine room might be worth having a think about. basically, i'd recommend;

if vars is a FTL ninja:
Navigation = Iconeum
Technology = the worst
Logistics = PvtUrist
Weaponry = Varsoon

if vars is less experienced at FTL:
Navigation = Iconeum
Technology = the worst
Logistics = Varsoon
Weaponry = PvtUrist
who's scum? i haven't read up yet but like, it's me
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intermittent v/la until late march
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Post Post #42 (ISO) » Fri Mar 08, 2019 3:46 pm

Post by Varsoon »

I've played a ton of FTL. I know that a similarly skilled Mantis can take down a Rock or two humans.
I've not played in awhile but I've beaten the game on the regular difficulty with every ship both pre and post patch.

I also know suffocating out enemies is usually better than fighting them (even though I do want to get a bunch of good good fighting experience).
I'd be more comfortable with PvtUrist on weapons and, if fires in the Engine room are a concern, we can just literally have that room at 0 oxygen (either on an open-door path through medbay or from the top of the ship).
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Post Post #43 (ISO) » Fri Mar 08, 2019 3:47 pm

Post by Varsoon »

Also, if fires in the Engine room are a concern and you don't want to vent the engines, our current plan puts the Engi in shields which is next door.
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Post Post #44 (ISO) » Fri Mar 08, 2019 4:45 pm

Post by the worst »

Yeah, that's a valid point.
I'm more than happy with you covering engines. :) PvtUrist is still someone I'd be very happy to see on weapons.

The game will be modified so the nuances of our leet FTL skillz will be harder to utilise. But definitely good to know we've got a bit of savvy on the team.
who's scum? i haven't read up yet but like, it's me
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Post Post #45 (ISO) » Fri Mar 08, 2019 6:57 pm

Post by PvtUrist »

I'm fine with taking weaponry, seeing as to vent weapons it needs to go through piloting and another room.
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Post Post #46 (ISO) » Fri Mar 08, 2019 7:39 pm

Post by Varsoon »

I also will probably haul my ass down to engines just to give us that evasion boost if we're fighting enemies that don't board.
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Post Post #47 (ISO) » Fri Mar 08, 2019 7:45 pm

Post by the worst »

Yeah, sounds brilliant. Probably a good place to just passively be for the constant rolls on xp :)
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Post Post #48 (ISO) » Fri Mar 08, 2019 7:49 pm

Post by Varsoon »

Yeah--my chief concern is that with the limited info, we'll get boarded and I won't know about it soon enough. If we could splurge for some door upgrades early, that'd be rad.
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Post Post #49 (ISO) » Fri Mar 08, 2019 7:50 pm

Post by Varsoon »

Though, hm, that said, maybe I wouldn't need to hang out in Sensors because
with a Slug on our team, he could always communicate the info to me, which means I could always pinpoint and engage enemies on our ship, right?
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