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Post #24 (isolation #5) » Fri Mar 08, 2019 2:59 am
Postby Varsoon »
No idea how the races work exactly in this, but in general:
Mantis attack and move faster but are MUCH slower to repair systems and take extra damage from fire.
Slugs can see which rooms lifeforms are in even in the enemy ships and are immune to mind control.
Engi are machine people that repair systems extra fast but do half damage in combat.
Rocks are immune to fire and have much more health than the other races, but move at half speed.
There are also Humans, Zoltan, Crystal, and Lanius. We'll probably get to those when we get to those.
Having diversity in your crew is important, though, because it lets you solve various events.
For instance, you might find a space station on fire, and normally would have to risk a crew mate to save people, but if you had a Rock person, you could send them in and succeed 100% of the time.
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Post #25 (isolation #6) » Fri Mar 08, 2019 3:03 am
Postby 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 #33 (isolation #9) » Fri Mar 08, 2019 7:56 am
Postby 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 #34 (isolation #10) » Fri Mar 08, 2019 7:59 am
Postby 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.
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Post #35 (isolation #11) » Fri Mar 08, 2019 8:38 am
Postby 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 #42 (isolation #14) » Fri Mar 08, 2019 3:46 pm
Postby 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 #48 (isolation #17) » Fri Mar 08, 2019 7:49 pm
Postby 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 #50 (isolation #19) » Fri Mar 08, 2019 7:55 pm
Postby Varsoon »
Yeah, if we can set up that rule early of:
If there's intruders, let me fight ones we can handle
Suffocate ones that I cant (or drain air and force them towards medbay if possible for me to fight them there?)
and if a fire breaks out in Engines, I duck out to medbay and we drain air there?
We'd have to keep these two rooms without air for that to work, I think:
Really depends on how sealing up doors will work in this game, because it's fine and dandy to strategize around vacuuming out rooms and leading enemies in the actual game but in this one I'm curious how that'd go down.
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Post #57 (isolation #21) » Sat Mar 09, 2019 6:29 am
Postby Varsoon »
Well, I'm a Mantis, so I probably don't outright trust the SLUG but we're also in the Federation and I'm trying to make thing work and giving those gross-soft ideas of TRUST and FRIENDSHIP a go, mostly because I'm curious how far a FRIEND SHIP can even plow across the stars as such a thing sounds make-believe but if the damn slug betrays me, I'll know I'm right in my convictions, kekekeke
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Post #86 (isolation #23) » Sun Mar 10, 2019 5:24 am
Postby Varsoon »
Hey now, I'm the one that decides Fuel purchases and Logistics.
I think we should really upgrade our door system early on, too. I just don't want invaders being able to run around our ship willy-nilly.
@Enter: Don't know how much you read earlier, but can you make it clear that you want to always convey enemy locations to me so that I can know where to go for a fight? Otherwise, I'll be pretty blind and useless down here in the Engine room.
Anyways, folks, our ship is not damaged at all (yay!) and we're sitting pretty comfortably on fuel for this region.
@Mod: Do we all start with scrap, how's that work?
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Post #87 (isolation #24) » Sun Mar 10, 2019 5:26 am
Postby Varsoon »
@Mod: Who will be informed of if a fire happens?
If possible, I'd like for us to just vent oxygen to deal with fires since there's not a ton of point to us scrambling around the ship to put them out. I'm also kinda bad at putting them out, given, y'know, scythes for hands.
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Post #89 (isolation #25) » Sun Mar 10, 2019 9:23 am
Postby Varsoon »
Righteous.
Anyway, I'm in the Engine room now and have decided on a power heirarchy that prioritizes Oxygen > First Weapon > Shields > Engines > Other Weapons > Medbay (unless people need healing, then energy moves from Engines to Medbay)
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Post #165 (isolation #29) » Sun Mar 10, 2019 11:40 pm
Postby Varsoon »
So, folks, I didn't get to kill that chumpus who invaded us, which is a real shame--he got away when their ship did.
I've got ⛯19½. We need ⛯34 to get our ship back in working order.
We've used a lot of fuel, too, but have largely made up for our losses in what we've looted, so we're probably fine to get through the whole next sector at this rate.
I also really need to know what we're doing in the case of fires.
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Post #166 (isolation #30) » Sun Mar 10, 2019 11:44 pm
Postby Varsoon »
We could also upgrade our reactor for ⛯25, but I'd really prefer keeping our ship from falling apart--the extra energy would be nice, as it's a dream of mine to power all of our available weapons, if possible, so that you guys can shoot at their shields and weapons and once their shields are down, start pinning out their Engines or Bridge so that they can't FTL away. In fact, I'd argue focusing the Bridge/Engine is more important that their shields if we can consistently lay the hurt there when it seems like the enemy wants to retreat, because an enemy that runs is worse than nothing--we're not getting rewards, that enemy might signal rebels to our location, and we're probably taking damage from the encounter.
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Post #167 (isolation #31) » Sun Mar 10, 2019 11:46 pm
Postby Varsoon »
If we're really dividing this scrap evenly, that must mean we've got exactly ⛯80, yeah?
Unless you guys have been throwing it out the windows, I say we repair our ship and then put some scrap towards upgrades.
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Post #184 (isolation #33) » Mon Mar 11, 2019 3:28 pm
Postby Varsoon »
Ya'll run this mostly-broken ship like madmen.
Don't blame me when the next thing we run into is a Rock cruiser that launches a missile salvo and ruins our shit.
Don't say I didn't warn ya that this damn thing is fallin' apart.
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Post #212 (isolation #37) » Mon Mar 11, 2019 11:39 pm
Postby Varsoon »
In post 211, PvtUrist wrote:Engi on doors, everyone goes west side of ship while venting the entirety of east. When the enemies drop to 10-20 hp open the doors and let the Mantis have the kills.
I think this plan is great and I want to go along with it.
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Post #218 (isolation #38) » Tue Mar 12, 2019 4:13 pm
Postby Varsoon »
Look, folks, our ship is literally falling apart.
If we're in another fight like that last one, we're dead meat. We can't handle missiles. I really suggest we upgrade our power, upgrade our engines, and repair our ship, if possible.
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Post #221 (isolation #39) » Tue Mar 12, 2019 4:20 pm
Postby Varsoon »
As far as I can tell, we can upgrade our generators for ⛯25. Unfortunately, even if we pool resources, I don't think we could repair and do that.
There's also a Reactor capacitor but I don't want to buy that.
We're still good on fuel for a whole sector, heck, even a nebula probably.
Repairing our ship's gonna cost ⛯46.
I have ⛯9.
Assuming that's how much all of you have, even pooled together, that's only a meager ⛯36.
So yeah.
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Post #229 (isolation #40) » Wed Mar 13, 2019 1:49 am
Postby Varsoon »
Enter, can you please send your spare scrap down to Logistics so I can patch up this tin can?
I know you probably don't wanna part with your well-earned scrap, but if we're not all patched up, you'll be parting with your life if the next encounter uses missiles.
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Post #231 (isolation #41) » Wed Mar 13, 2019 4:59 am
Postby Varsoon »
In post 221, Varsoon wrote:As far as I can tell, we can upgrade our generators for ⛯25. Unfortunately, even if we pool resources, I don't think we could repair and do that.
There's also a Reactor capacitor but I don't want to buy that.
We're still good on fuel for a whole sector, heck, even a nebula probably.
Repairing our ship's gonna cost ⛯46.
I have ⛯9.
Assuming that's how much all of you have, even pooled together, that's only a meager ⛯36.
So yeah.
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Post #233 (isolation #42) » Wed Mar 13, 2019 5:35 am
Postby Varsoon »
Eeeh, right now upgrading generator would allow us to have Lv2 shields AND engines on at the same time, but usually
1. If we're fighting someone with no missiles this early, they probably can't pop level 2 shields even if all their shots hit
2. If we're fighting someone with missiles, level 1 shields are fine and we can then have the evasion.
So it's not that big of a deal right now and in just one or two more fights we should be able to upgrade to do both.
What do ya'll think? Should we upgrade our Generator and then spend the rest to get whatever repairs we can afford?
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Post #235 (isolation #43) » Wed Mar 13, 2019 11:55 am
Postby Varsoon »
We could take a few missiles, but if we end up in a prolonged fight with one of those ships that seems to have infinite missiles (I hate how it's a limited resource for me but enemies have seemingly infinite) then we're probably doomed.
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Post #245 (isolation #46) » Thu Mar 14, 2019 1:16 am
Postby Varsoon »
Logistics here, got us an upgrade for our power and that's routed to further power our engines, so we should be taking less hits in general now. That boost to evasion felt more important than the amount of repair we'd get and is probably going to help us avoid more damage than what we would've repaired up to so I'm happy with it.
Right now our Engines still aren't fully powered, but our shields and weapon systems are. We're also in a situation where if we HAVE to use the infirmary in a fight, we can without completely cutting power to our engines, so I'm pretty happy with everything.
Repairs put us into a comfortable hull integrity for a few fights, provided they go our way. I can't stress enough how important it is that if we get in a fight where it seems like we'll take significant damage, we should try negotiating out of it if possible. Tooling around in a ship that's not fully repaired does unnerve me, so I would really like it if we could repair down the line.
I also really appreciate everyone taking my requests seriously and sending me scrap. Ya'll are the best crew I've had.
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Post #257 (isolation #49) » Thu Mar 14, 2019 2:11 am
Postby Varsoon »
Also, that jump a few back, we got repaired a little!
So we're actually sitting pretty good. Still not super comfortable with it, would love to be topped off, but this is manageable. We could probably scrape through one or two rough fights at this state.
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Post #266 (isolation #53) » Thu Mar 14, 2019 2:57 am
Postby Varsoon »
We also are getting a liiiittle lower on fuel. We could maybe sustain if we pillage a good deal through this sector, but if we're unlucky on that front, we can not finish both this sector and the next without having to buy some fuel.
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Post #287 (isolation #54) » Thu Mar 14, 2019 11:12 pm
Postby Varsoon »
In post 282, callforjudgement wrote:PvtUrist demonstrates what he thinks of the trade with an EMP to the slaver's shields, then starts shooting lasers at the enemy weapon systems. The slavers respond with Artemis missile fire; although we take out their missile launcher, they eventually get it back online and land a few more shots on us, although they rapidly run out of ammo. When we take their weapons back down again – and then break their shields with our beam – they decide to run away, and unfortunately PvtUrist misses the next several shots, meaning we have no way to stop them fleeing, and they get away. I guess they're used to this sort of encounter.
This was a VERY BAD fight for us
Our ship is at CRITICAL DAMAGE
It's going to cost us ⛯52 to fully repair.
I have ⛯8.
Here's the other huge problem:
We absolutely need to buy fuel and even if we buy ALL the fuel at this store, we won't be able to get through the next sector on that alone.
Fuel is ⛯5 a piece.
I think we're pretty much screwed unless we can sell something.
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Post #295 (isolation #60) » Fri Mar 15, 2019 12:23 am
Postby Varsoon »
If they're mantis (without an engi slave) or you think you can pull it off generally, shooting Bridge instead of Engines can be pretty effective since you're hitting a person in there, too.