Monday, March 4, 2013

FTL Post Table of Contents

Here's what I said about FTL:

If you missed any of my posts about FTL, or are new to my blog and are interested in the game, here is a brief table of contents.

Part 1: Introduction to FTL
Part 2: The Map & Beacons
Part 3: Shield & Evasion
Part 4: Cloaking & Defensive Drones
Part 5: Energy Weapons
Part 6: Missiles, Bombs, & Offensive Drones
Part 7: Teleportation & Boarding

If FTL sounds like fun, you can purchase it directly from the developers with no DRM here. Support independent developers and have fun with an outstanding game!

FTL: Bring the Fight to Them pt. 7

Today we are going to talk about offensive boarding and some tips for defending against boarders.

What are you doing on my ship?

Something here does not belong.
In FTL, being boarded happens quite regularly. Many enemy ships are equipped with teleportation pads (particularly Mantis vessels), and many special events involve enemy combatants teleporting onto your ship. It is important to develop effective methods of dealing with enemy boarders.

I have found three main tips that are very helpful for repelling enemy crew. First, investing in at least rank two doors is immensely helpful; rank two doors means that enemy crew cannot just walk through doors, and instead have to take the time to shoot them down. This is very important, particularly with the next two tips in mind. Second, when possible, fight the enemy in your medical bay; it will heal your crewmembers but not the enemy, and a single combatant does about the same amount of damage as the medical bay heals, so it is a very powerful defensive advantage. Finally, prepare to vent all decks to space! Opening your airlocks and dumping oxygen from any room that you do not have crew in is an incredibly useful tip for dealing with enemy boarders. If you have upgraded doors, you can asphyxiate your foe without ever having to send a crewmember to fight them. If not, you can open every room other than the medbay, and then send your crew into the medbay to force the enemy to come to you instead of sabotaging your systems.

Maybe if I board his vessel we can come to an agreement.

Offensively boarding enemy ships is a potent option for a few reasons. Teleporting onto an enemy ship bypasses all defenses other than the enemy crew that will be waiting for you, and unlike other offensive choices which penetrate shields, as long as you are effective with your crew and don't get them killed, they are not a consumable like missiles or drones are. You can teleport onto the enemy ship and target key systems, like shields or weapons, and sabotage them while fighting off the enemy crew. In addition, if you eliminate the entire enemy crew without destroying their ship, you receive bonus resources from capturing it intact instead of sifting through the scrap after you slice it into seventeen pieces with your beam weapons. Furthermore, transport ships often have additional bonus items that you can only get from capturing the ship. Although it can be more difficult and time consuming, boarding the enemy ship and systematically killing off the crew is definitely worthwhile if you have the capability to do so.

Hopefully this series of blogs has been informative for you. I highly recommend FTL and hope that if you choose to try it, my tips give you a better chance when starting out than I had.

If FTL sounds like fun, you can purchase it directly from the developers with no DRM here. Support independent developers and have fun with an outstanding game!

Saturday, March 2, 2013

FTL: Things That Go Boom pt. 6

Today we are going to talk about some more offensive options in FTL, including consumable weapons.

Bombs Bursting In Air

Missiles

Direct hit, Captain.
Missile launchers are the most common form of consumable weapon. Each shot from a missile launcher consumes one missile, so care must be taken in using these weapons efficiently. Missile launchers penetrate all shields but are vulnerable to defensive drones. Missiles typically do devastating damage and charge moderately quickly. Due to their high damage and ability to penetrate shields, missiles are best used tactically in small numbers to eliminate important enemy systems at the beginning of the fight - most frequently, the shields or weapons systems in order to open up more offensive options or to limit the amount of damage the enemy can do to you. Missiles make good complements to almost any other weapon, as long as care is taken with their ammunition.

Bombs

Prepare to meet my little friend.
Bombs are similar to missiles in several ways - they use one missile per shot, they bypass shields, and they can do heavy damage to specific systems. However, bombs have two key differences from missiles that give them a much different strategic purpose: bombs do no damage to hull, and bombs cannot be stopped by defense drones. Consequently, bombs cannot be stopped by any defensive systems available other than cloaking, because they can miss. Bombs also often have powerful secondary effects, such as starting fires or breaching the enemy hull. Bombs typically charge moderately quickly, although slightly slower than similar missiles. Bombs work excellently with an offensive boarding team, as they allow you to systematically destroy enemy systems without the possibility of accidentally destroying the enemy ship while you still have crew on board.

Drones

As well as defensive drones, offensive drones are available. Using offensive drones requires one drone part, so they need to be used sparingly, although typically you will only need to launch an offensive drone once per fight so drone parts will be depleted less rapidly than missiles. When launched, offensive drones continually attack the enemy ship until either the drone or ship is destroyed. Offensive drones do a lot of damage over time, but typically cannot penetrate enemy shields effectively on their own, and thus they work best when supporting a weapons array that involves either heavy energy weapons to bring down the enemy shields, or missiles or bombs to tactically weaken the shields system. Drones can be a powerful choice for the right strategy.

Tomorrow we will finish discussing ship systems with a look at offensive boarding, as well as some things to try if you are boarded.


If FTL sounds like fun, you can purchase it directly from the developers with no DRM here. Support independent developers and have fun with an outstanding game!

Wednesday, February 27, 2013

FTL: Dealing Death pt. 5

Today we are going to cover some offensive options available in FTL.

Conventional Weaponry - Energy Weapons

Lasers

The most common type of weapon in FTL is laser weaponry. Lasers come in two varieties: standard, and heavy lasers. Heavy lasers do two damage per laser blast, while standard lasers do one damage per laser blast. More powerful lasers typically shoot more laser blasts at once. Each laser blast, whether standard or heavy, depletes one layer of shielding, as was covered in the defensive section of my tips. The main advantage of lasers is that they charge relatively quickly and deplete no ammunition. They are capable of penetrating shielding if you have enough lasers, but they cannot ignore it. Lasers are a standard weapon which is mediocre at most tasks but does not excel at anything in particular. Lasers make good weaponry fillers for most strategies.

Beams

Beam weapons do damage to each system hit, and damage to the hull based on how many total rooms are hit.
Beams are another form of energy weapon which are more specialized than laser weaponry. In general, beams are devastatingly powerful, but come with the limitation that they work effectively only once the enemy shields are down, whether temporarily or permanently. Once shields are down, beams are guaranteed to hit, and are by far the most damaging weapon if used effectively. Some beams are capable of partially ignoring shields, but their damage is reduced by each layer of shield which is still operational. Beams work great when paired with a weapon which can take down the enemy shields, either permanently or temporarily. Like lasers, beams do not require ammunition.

Ion Guns

Ion guns are an energy weapon which does no permanent damage but can disable any system once shields are down. While shields are up, beam guns work towards disabling the shield. As with other energy weapons, ion guns do not require ammunition. Ion guns often charge quickly to very quickly, and can work particularly well with beam weapons, or if you are planning on boarding the enemy vessel. Ion weapons do ion damage to systems, which takes the system hit down for 5 seconds per ion damage dealt.

Tomorrow we will go over consumable weaponry such as missiles and bombs.

If FTL sounds like fun, you can purchase it directly from the developers with no DRM here. Support independent developers and have fun with an outstanding game!

Monday, February 25, 2013

FTL: If You Are Not Alive, You Do No Damage pt. 4

Today we will finish discussing your defensive options in FTL

Let's Stay Alive!

Cloaking - Because Invisibility is Almost the Same as Invincibility

Installing a cloaking system is a powerful defensive option in FTL. Cloaking systems are quite expensive, costing 150 pieces of scrap from a shop, but they give you a powerful, active, tactical defensive choice. When you activate your cloaking system, all projectiles currently preparing to explode on your weapons systems and ruin your day will have an additional 60% chance to miss. In addition, enemy ships cannot charge or lock on their weapons while you are cloaked, while your weapons continue to charge, and your crew can continue to repair any damaged systems. Cloaking comes default on the Stealth Cruiser, once you unlock it, but it is a compelling defensive option for any of the ships, no matter what your particular strategy might be for that playthrough.

Drones - Why Take a Bullet That a Robot Will Take For You?

Drone control systems give you both offensive and defensive options, but for today we will focus on the defensive possibilities. You need 4 things to make use of a drone system: the drone system installation (if it is not stock for your current vessel), drone schematics, drone parts, and, of course, the always-necessary reactor power.
Defensively you have several choices for drone varieties. There are repair drones which will quickly and automatically repair damaged systems if deployed, as well as extinguishing fires and closing breaches. In addition, there are anti-boarding drones, which will automatically respond to and eliminate any enemy personnel who teleport onto your ship. Finally, and perhaps most powerfully, there are defense drones which you can deploy to orbit your vessel for the current engagement. While deployed, defense drones shoot down incoming enemy missiles, causing them to deal no damage to your ship. This is an effective and nearly guaranteed way to eliminate the otherwise highly problematic missiles from your consideration. An advanced version of the defense drone can also shoot down incoming enemy laser projectiles. Defense drones are sometimes eliminated by enemy fire as well, if they happen to be orbiting in the path of an incoming laser blast, so they will sometimes need to be replaced. A word of caution if you are relying on defense drones, however; unless you get a drone recovery arm, you will lose the drone parts after each individual engagement, so you should keep a careful eye on your stock of drone parts, and refrain from using them if you are running low unless you know the enemy is dangerous.

Tomorrow we will begin discussing the variety of offensive measures available to a captain in FTL.

If FTL sounds like fun, you can purchase it directly from the developers with no DRM here. Support independent developers and have fun with an outstanding game!

Sunday, February 24, 2013

FTL: Defending Your Ship in a Hostile Galaxy pt. 3

I am Allergic to Death

One of the most important things you will be doing in FTL is destroying enemy ships. There are a variety of strategies to do that, each with strengths and weaknesses. In order to make an intelligent choice about which strategy you will employ, it is important to understand how the different offensive and defensive systems work. Today we will focus on the different systems you can use to keep yourself alive.

Shields

Your basic shield is a rapidly regenerating energy based defensive system which protects you against energy based threats like laser and beam weapons. Enemy ship shields use the same mechanics as yours, so keep this in mind for both. For each level of shielding a ship has, it can absorb one laser burst, or ablate one damage from a beam blast. This temporarily depletes that level of shielding; all shields regenerate after a short period in which they do not take damage. Shields do not mitigate damage from missiles or bombs, however. Keeping your weapons systems contemporary is critical; if your weapons become too outdated, you will find yourself unable to penetrate enemy shields at all in the later sectors - for instance, if you can only fire two laser bursts at once, you will be unable to do any damage to ship systems on any ship with level two shields or higher - in this case you would have to rely on non-energy based weaponry to impair the enemy shields before being able to use your energy based weaponry against the enemy. It sounds a little complicated in text, but the shield system is very intuitive once you experience it.

Evasive Maneuvers!

As long as your ship has a pilot, it has a chance to completely evade any incoming damage (except for beam weapons, which are guaranteed to hit). You can increase your chance to dodge attacks by having a pilot man the helm, an engineer manning the engines, and by having those crew members become experienced in their tasks the evasion bonus will increase. You can also increase the evasion bonus by leveling up your engines and providing them with more power. Evasion is an extremely valuable ability because it has a chance to avoid all non beam attacks, including bombs and missiles which can bypass shields. It is also active as long as your helm and engines have power and are not destroyed, and you have a pilot in the helm. When missiles go flying past your starboard side instead of sailing into your shield generator, you will give thanks for your pilot's capable hands and your powerful engines. Do not neglect your engines!

Tomorrow we will finish outlining your defensive options.

If FTL sounds like fun, you can purchase it directly from the developers with no DRM here. Support independent developers and have fun with an outstanding game!

Thursday, February 21, 2013

FTL: What Lurks in Space (pt. 2)

Last time we introduced Subset Game's FTL. Today we are going to talk about taking your first faster-than-light jump and what to watch out for when you are exploring a sector.

Nothing Suits One Bold Step Like Another

It's more about the journey
Although your goal is to get to the end of each sector, it's important to visit as many systems before leaving the sector. I recommend turning on the "Show beacon paths on hover" option in the options menu right away - this displays which FTL paths are available between any systems when you hover over them in the map. At the beginning of each sector take a few seconds to plot your route through the sector, hitting as many systems as possible while remaining ahead of the pursuing Rebellion. By default you can only see stores and distress beacons when you are within 1 jump of them, and you can see nebulae anywhere on the sector map, but by taking advantage of scanning systems and advanced sensor augmentations for your ship you can be forewarned about some other navigational hazards as well. Here's a quick list of things to watch out for:

 The Dangers of Space

  • Ion Storms - these lower the power output of your (and any enemy ships') reactor by half and are extremely dangerous. I recommend avoiding these if at all possible as they can be extremely punitive. This hazard only occur in nebula systems.







  • Solar Disturbances - these occasionally begin fires on and damage the hulls of any ships in the vicinity. Shields reduce the effect. Although less dangerous than an ion storm, take all due precautions when visiting a system experiencing solar disturbances, as losing atmosphere, shields, or door control can cause the fires to quickly destroy your ship.


  • Asteroid Fields - while navigating an asteroid belt, any ships will be periodically pelted by asteroids which will be absorbed by shields. As long as your shield systems remain online, asteroid fields are relatively innocuous, but if your shields are taken down by enemy action the asteroids will rapidly obliterate your whole and all other systems and cause you to explode. Take out enemy shields and let the asteroids work for you but guard your own shield room carefully.


  • Nebulae - while navigating through these systems, your ships sensors are disabled, but the Rebel fleet will pursue you at half the normal speed (or three-fourths normal speed in nebula sectors.) This has the obvious benefit of letting you visit twice as many nebula systems as non-nebula, and so it is often a good idea to work nebulae into your route through the sector. 
  • Distress Beacon - distress beacons will always have some sort of event, and are usually a good idea to visit. The events can be harmful, positive, or benign and are not more or less likely to help than a regular star system, but there is guaranteed to be a chance to gain an advantage. Only avoid these if your hull is already critical.
  • Shops - shops are helpful space stations where you can always repair your ship and replenish consumables such as fuel, missiles, and drones. In addition, shops will have a random variety of weapons, ship enhancements, crew members for hire, drone schematics, and ship system installations for purchase. When planning to visit a shop, keep in mind that the cheapest item for purchase will be a crew member at 40 scrap; most weapons and ship enhancements cost at least 75 scrap. If you have less than 40 scrap, try not to visit the shop until you have jumped to a couple nearby systems so that you can save up enough scrap to make a purchase. If your ship needs fuel or repairs, on the other hand, you can visit it as soon as you feel it is necessary. You can never have enough fuel - if you have less than 20, you should buy as much as you can afford, after any other important purchases are made; you never know when the opportunity will arise again. Another important thing to keep in mind is that all shop consumables and repairs increase in cost as you advance to further sectors, but all ship enhancements, crew members, weapons, and drone schematics keep a static price. Choose your upgrades carefully and try to have a plan befitting your ship. You will not have enough scrap to buy everything, so buy what you need.
One more thing to keep in mind as you explore the sector - fuel is valuable, and you should try to avoid jumping to a system you have already explored. Nothing new happens in a system after you have already explored it once, so with the exception of an emergency visit to a shop you have already jumped to, you should avoid ever jumping to the same system twice.

Join us next time for more FTL tips!

If FTL sounds like fun, you can purchase it directly from the developers with no DRM here. Support independent developers and have fun with an outstanding game!