FTL: Limited Information (Federation Victory!)
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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.- Varsoon
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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'!!~- Varsoon
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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.- Varsoon
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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).- Varsoon
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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.- Varsoon
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This was a duplicate of post #50 — callforjudgementLast edited by callforjudgement on Fri Mar 08, 2019 8:16 pm, edited 1 time in total.- Varsoon
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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- Varsoon
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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?- Varsoon
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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.- Varsoon
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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.- Varsoon
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I think this plan is great and I want to go along with it.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.
Can we do this?- Varsoon
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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.- Varsoon
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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.- Varsoon
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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?- Varsoon
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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.- Varsoon
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Broke your bold tags there, callforjudgement.
Fixed — callforjudgementLast edited by callforjudgement on Thu Mar 14, 2019 2:12 am, edited 1 time in total.- Varsoon
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This was a VERY BAD fight for usIn 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.
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. - Varsoon
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