I mean this with a sincere amount of respect: friends looking over the shoulder of a game you're playing does not make it multiplayer.
And no-pause runs are challenges that many greater FTL players attempt (myself included) for the experience of doing so; if you're never tried it, I highly recommend it! Makes you think fast and it optimizes your tactics quickly.
Except it's not an ITEM.
Hard to say. I think there is a fine line the devs had to make between functionality and scale when it came to their ideas. As such, there are probably representations more than accurate scale. You might be on to something.
Also, I know that the Kestrel drew inspiration from Serenity, a Firefly-class ship from the Firefly TV Series. I know that ship is 190 feet from front to back, and probably about 100 feet from side to side. You should look it up if you're not familiar with the vessel.
Because all the ships are Cruisers, and the crew member size is distinguished the same between them, I think it's safe to say the size differences between the ships are not much.
That being said, it is possible that the developers did not have a means to scale the ships accordingly with the little UI space they designed, so they shrunk the ships into the available space created. If this is the case, then the crew members on the enemy Flagship are far too large, making it seem like the ship is smaller than it actually is.
If I were to calculate average scales of the ships in-game, I would use a single room space as a 1 meter cube to calculate the full width and height. Even still, that leaves the ship's depth to the imagination from the concept art.
All in all, there isn't any information about ship scale in the game at all (aside from a few references from events from time to time, but nothing that gives proper dimensions). It's just a bunch of guess work.
That's quite a tactic, erasing your profile. I know from experience that, when I wipe everything, it drives me to play even harder to get it all back! But I digress... :D
Playtest went amazingly well. Had a lot of great feedback and I'm already working on the changes, some of which I'm taking a break from to write this response. This is solely a board game, but I do have plans for a video game down the line. I'm not as good with coding as I hoped, so I'll be working with a partner to tackle that whenever it gets started.
I had a horrendous run with the Engi C on Hard Mode. Made it all the way to the Flagship, and I greedily dove for a second repair before fighting. Instead, I got cut off from the Base, and I had to dive through two Rebel Controlled locations before getting to the Flagship. I got pummelled on the way there, AND THEN the Flagship Hacked my Shields. I had no chance. It was brutal.
Hoping my run this week fairs a little better. (And yes, I do 1 FTL run a week. Pacing at it's finest!)
Rock Homeworlds for Sector 2? Might come in handy if you hit the right events.
Well, my boardgame is a bit of a eurostyle strategy game. Each player controls their own group of heroes. You have to manage three main resources: Might, Agility and Intellect. The amounts you have vary, based on the heroes you control (and you can certainly customize your party).
Anyway, the game is played by travelling around the game board (kingdom) completing challenges (quests) by spending resources to control (influence) tiles. You can use instant spells (fates) to aid you, or mess with your opponents, and the player with the most reputation (game points) at the end of the game wins.
It's still in testing, but I'm having another playtest tomorrow. :D
I really love this idea you've created. It definitely creates pacing, which is a great way to overcome any form of addition.
I don't have a lot of time to play FTL either; full time job, wife and baby with a slew of hobbies on the side (including creating my own board game). But I still play FTL about 10-15 minutes a day.
My trick is a little more than what you do, but the idea is the same nonetheless. 1 Sector per play period. That's it. Granted, I've played this game with well over 400 hours, so it doesn't take me long to blow through a Sector anymore. But I digress.
Where are you at now? Are you still in the same playthrough?
I think the idea is letting all players control their own ships, not simply a crew member.
With that being said, it could be an enjoyable experience if this were done well. Things to note, though:
First, who controls the reactor allocation and pausing? Would it be the host, or would it be everyone? Or would you create a new mechanic where System energy could only be allocated if your player character were in the room of the System itself?
Second, the crew are expendable. Random encounters insta-kill them. If a player loses control of their crewmember, are they removed from the game, or do they wait until another crew member is added?
Third, can you join the game from any point of an adventure, or just from the beginning? Griefing would be a huge thing to join a person who has spent hours getting ready to fight the Flagship, only to be thwarted by another player with bad intentions.
All in all, I think the Baldur's Gate Multiplayer route could work, but there would still need to be a major overhaul to do it. I would love to be proven wrong, though.
Something to note:
While it is possible for a ship to have 10 Shield Energy (like the REBEL_TRANSPORT listed above), it does not make the ship have 5 Shields. Instead, the ship has 4 Shields with the first layer being twice as durable, as you would have to hit it 4 times before bringing down the first layer of shielding.
I'm assuming the question is any 1 item, correct?
I think it would be interesting to start with the Weapon Pre-Ignitor, but without weapons. It would be a mad dash to get the first weapon installed on your ship. Once acquired, I think there would be a snowball effect. :D
Ah, yes this makes sense.
It would be quite the undertaking, but by all means go for it!
I will assist you in cleaning up "extra pages" and the like that prevent proper organization. Just be sure to tag pages that need to be deleted so I can help make your process easier.
Let me know if there is anything else I can do to help!
Get rid of pausing...Add a new system...chat to the player...Choose to fight/trade/aid/surrender...Level system, once you reach a certain level you must move to the next sector. Every man for himself, truces/alliances can be made. Have AI ships floating around as well...Add new weapons and equipment. Buy more slots (still have a max limit of how many you can buy) so you can have more weapons/drones...Make ships so they can be capturable (all ships including AI ships ie. energy bombers, interceptors, freigters)...Customisable ship layout, selling and buying of systems.
Perhaps we could request or ask the creators/makers of FTL for another upda-
NO. Just, no. Stop right now. You aren't requesting the idea of Multiplayer. You're asking for Super Omega Advanced Edition with all of these requests.
I feel like individuals don't truly know the scope of creating (or even modifying) a game. IF multiplayer were to be implemented in FTL, it would be a very VERY limited experience.
But with all that being said, I still prefer my vanilla FTL.
Disagree. The event with the ship in question is fine.
If the game only had normal and hard encounters, it would be much more difficult to find enjoyment out of the game from more casual gamers. To expand the demographic, easier scenarios need to be added to a game to balance out the difficult ones. ESPECIALLY in Roguelikes.
Having a ship with an easy way to nullify the crew is a brilliant way to show new players how to utilize other means of combat, plus teaching the player they can reap larger rewards if they keep enemy ships intact.
If this ship was present in late sectors, I would completely agree with you. But the fact of the matter is, this ship type only appears in the first few sectors, Sector 4 at most, intentionally being easy pray at the start of the adventure, where scrap rewards are much less. This is a great addition to the game, and at the start of the adventure, that allows the player to learn by playing instead of an imposing (and annoying) required tutorial. Getting a little bit of a bonus from the get-go is wonderful. It's not a big reward for little effort, but rather a simple encounter for the player to deal with at the start of their journey.
How not to make a game trash. Rule number 4. Let the game teach the player. Rule number 5. Give the player incentives, not restrictions.
So, if I'm understanding you correctly, a ship you beat/lose to the Flagship would be saved as a "completed" ship.
Then, when diving into a multiplayer game, you could only select from "completed" ships. After choosing your ship, you enter into a direct 1v1 battle with another person. (To take it a step further, you can only choose a completed ship at the same difficulty of another player. No Easy versus Hard mashups, for instance.)
This sounds like it would be pretty fun, though I'm still torn on losing the ability to pause. Call me a stickler on the rules of the game, but I need my instant-time-stop to strategize.
Hmm. While I really love my vanilla FTL, I do think I like this idea.
I'm curious as to how one who go about coding that though. Preventing cheaters from tampering with their save files to overwhelm anyone in multiplayer is another conundrum.
I find it interesting that you state "there really isn't much change," when you've listed quite a bit of difference between Hard and Normal.
I don't think there are unique events for Hard (since there aren't for Easy and Normal, I assume there aren't). So, all in all, the Hard mode adds just enough to really add a bit of difficulty to any given run.
More missile-armed enemies and less scrap means the refining of strategies is key in order to make it through the game.
Oversight? How is this an oversight?
No, this is the intent of design for this particular ship. This ship is considered VERY EASY, and it most commonly appears in the first few sectors. It allows for easy boarding and/or disabling of systems to give the player a better idea of what they can do, or give them free points.
It would have been an oversight by the designers if every ship stumbled upon was too powerful. No, they needed to add some easy ships as well. That's why it's also possible to run into automated scouts without shields in asteroid fields.
The pause feature, which is one of the most important UI elements in the game, would need to be removed in this iteration.
But besides that, the game is not built around Multiplayer. It is a single player experience. It is not a matter of "all you have to do," but rather a complete overhaul of the systems in place, creating a sub-game of FTL in the process.
And if that sub-game were created...