FTL: Faster Than Light Wiki
FTL: Faster Than Light Wiki
(fixed minor typo)
Tag: Visual edit
(→‎Sector Navigation: Added two more events,each on two sectors)
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"While using the Federation Cruiser, use your crew in 4 special blue event choices by sector 5."
 
"While using the Federation Cruiser, use your crew in 4 special blue event choices by sector 5."
 
[[File:Diplomatic Immunity Achievement.png|thumb|68x68px]]
 
[[File:Diplomatic Immunity Achievement.png|thumb|68x68px]]
A good example of players' valid complaints that [[FTL:_Faster_Than_Light|FTL]] relies too heavily on [[RNG]], Diplomatic Immunity is seemingly much less skill-based than the majority of in-game achievements. While it is perfectly possible to accidentally get it on your first game, it is just as foreseeable that you might play through dozens of [[Ships#Federation_Cruiser|Federation Cruiser]] runs and still come up lacking. When going for this achievement, then, bear in mind that it might take a few games.
+
A good example of players' valid complaints that [[FTL:_Faster_Than_Light|FTL]] relies too heavily on [[RNG]], Diplomatic Immunity is seemingly much less skill-based than the majority of in-game achievements. While it is perfectly possible to accidentally get it on your first game, it is just as foreseeable that you might play through dozens of [[Federation Cruiser]] runs and still come up lacking. When going for this achievement, then, bear in mind that it might take a few games.
   
First off, as the wording behind the achievement description is rather vague, it is an important distinction that only [[Blue_Options|blue event choices]] that arise as a result of having particular alien [[Races/Crew_Members|crew members]] aboard count towards this achievement - thus blue event choices for having specific [[Systems|system]] upgrades, [[Augmentations|augments]], or [[weapons]] do not. Secondly, "by sector 5" is misleading: The cut-off point is, in fact, entering sector 6, so the very last place you could conceivably get your final blue option in is the exit beacon for sector 5 (provided it wasn't in a [[Environmental_Hazards#Nebula|nebula]]) right before jumping to 6. Therefore, if you didn't get it by then but are still determined to, sector 6 is a good place to restart.
+
First off, as the wording behind the achievement description is rather vague, it is an important distinction that only [[Blue_Options|blue event choices]] that arise as a result of having particular alien [[Races/Crew_Members|crew members]] aboard count towards this achievement - thus blue event choices for having specific [[Systems|system]] upgrades, [[Augmentations|augments]], or [[weapons]] do not. Secondly, "by sector 5" is misleading: The cut-off point is, in fact, entering sector 6, so the very last place you could conceivably get your final blue option in is the exit beacon for sector 5 (provided it wasn't in a [[Environmental_Hazards#Nebula|nebula]]) right before jumping to 6. Therefore, if you didn't get it by then but are still determined to, sector 6 is a good place to quit and start a new game.
   
 
==General Strategies==
 
==General Strategies==
There a few key ways to increase the probability of running across blue event choices as you make your way across the FTL universe. One, and this cannot be emphasized enough in ranking of importance, is the [[Augmentations#Long-Ranged_Scanners|Long-Ranged Scanners]] augment: In most sectors, the majority of blue event options for crew will be found within normal or distress beacons, thus if you can see ahead of time which beacons are which and only go to those, you can simultaneously avoid ships with nothing to offer, and increase the volume of normal beacons (with potential blue events) you can visit before the [[Rebel Fleet]] catches up to you. This could, especially early-on, simply be supplemented by stumbling upon a [[The_Mercenary|mercenary]], [[Rebel_Automated_Ship_Near_Sensor_Station|sensor station]], [[Friendly ship out of fuel|ship out of fuel]], or any other [[Random_Event|random event]] that reveals the map, the trade-off being, of course, that it would only be a sector-by-sector solution, and generally some commitment of [[resources]], [[scrap]], or upgraded equipment is needed; thus, it is generally a better idea to buy the scanners at the earliest opportunity if you happen to come across them, as they only cost a measly 30 scrap and, compared to other augments, are a fairly common find.
+
There are a few key ways to increase the probability of running across blue event choices as you make your way across the FTL universe. One, and this cannot be emphasized enough in ranking of importance, is the [[Augmentations#Long-Ranged_Scanners|Long-Ranged Scanners]] augment: In most sectors, the majority of blue event options for crew will be found within normal or distress beacons, thus if you can see ahead of time which beacons are which and only go to those, you can simultaneously avoid ships with nothing to offer, and increase the volume of normal beacons (with potential blue events) you can visit before the [[Rebel Fleet]] catches up to you. This could, especially early-on, simply be supplemented by stumbling upon a [[The_Mercenary|mercenary]], [[Rebel_Automated_Ship_Near_Sensor_Station|sensor station]], [[Friendly ship out of fuel|ship out of fuel]], or any other [[Random_Event|random event]] that reveals the map, the trade-off being, of course, that it would only be a sector-by-sector solution, and generally some commitment of [[resources]], [[scrap]], or upgraded equipment is needed; thus, it is generally a better idea to buy the scanners at the earliest opportunity if you happen to come across them, as they only cost a measly 30 scrap and, compared to other augments, are a fairly common find.
   
Speaking of purchases, another very important factor towards success is your crew. Diversifying your crew as much as possible allows a wider range of potential event choices, and in that respect, is arguably just as vital as the scanners. Crew members are available for purchase in many [[Store|stores]] across the FTL universe - some, such as [[Races/Slug|Slugs]] or [[Races/Zoltan|Zoltan]], being not quite as common as others. However, in their respective systems, their availability tends to skyrocket, so making a detour and daunting the horrors of a [[Sector#Slug_Controlled_Nebula|Slug-Controlled Nebula]] can be quite rewarding. On higher difficulties especially, it is sometimes difficult to manage scrap allocation, and if that's you, it might be worth aiming for [[Slaver_Fight|slavers]] or upgrading your [[medbay]] to rescue some guys here and there. If your manifest is getting full, dismiss only duplicates, and ensure any solo race members stay out of the line of fire. Consistently [[boarding]] ships on the off chance of randomly finding a surviving crew member isn't such a bad idea either, just remember to turn off your number-one-boarder-killer [[Artillery Beam]] before sending in your team.
+
Speaking of purchases, another very important factor towards success is your crew. Diversifying your crew as much as possible allows a wider range of potential event choices, and in that respect, is arguably just as vital as the scanners. Crew members are available for purchase in many [[Store|stores]] across the FTL universe - some, such as [[Races/Slug|Slugs]] or [[Races/Zoltan|Zoltan]], being not quite as common as others. However, in their respective systems, their availability tends to skyrocket, so making a detour and braving the horrors of a [[Sector#Slug_Controlled_Nebula|Slug-Controlled Nebula]] can be quite rewarding. On higher difficulties especially, it is sometimes difficult to manage scrap allocation, and if that's you, it might be worth aiming for slavers ([[Pirate Slaver|pirate]] and [[Friendly Slaver|friendly]]) or upgrading your [[medbay]] to rescue some guys here and there. If your manifest is getting full, dismiss only duplicates, and ensure any solo race members stay out of the line of fire. Consistently [[boarding]] ships on the off chance of randomly finding a surviving crew member isn't such a bad idea either, just remember to turn off your number-one-boarder-killer [[Artillery Beam]] before sending in your team.
   
 
==Sector Navigation==
 
==Sector Navigation==
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Regardless of sector, it is always a good idea to explore as much as physically possible, for many reasons, but specifically in pertinence to Diplomatic Immunity, because it increases your chances of finding blue event choices.
 
Regardless of sector, it is always a good idea to explore as much as physically possible, for many reasons, but specifically in pertinence to Diplomatic Immunity, because it increases your chances of finding blue event choices.
   
Below is a chart listing what sectors house which blue opportunities for particular races, organized by sector for ease of use.
+
Below is a chart listing what sectors house which blue opportunities for particular races, organized by sector by default with sorting features enabled for ease of use.
   
{| class="wikitable"
+
{| class="wikitable sortable"
  +
!Sector
|-
 
  +
!Event
! Sector !! Event !! Beacon !! Crew
 
  +
!Beacon
  +
!Crew
 
|-
 
|-
 
| Civilian Sector || [[Unknown Disease on Mining Colony]] || Distress || Engi, Rock
 
| Civilian Sector || [[Unknown Disease on Mining Colony]] || Distress || Engi, Rock
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|-
 
|-
 
| Engi Controlled Sector || [[Intelligent Lifeform on Planet]] || Normal || Slug
 
| Engi Controlled Sector || [[Intelligent Lifeform on Planet]] || Normal || Slug
 
|-
  +
| Engi Controlled Sector || [[Two Smashed Ships]] || Normal || Engi
  +
|-
  +
|Engi Controlled Sector
  +
|[[Confused Mantis]]
  +
|Normal
  +
|Mantis, Human
  +
|-
  +
|Engi Controlled Sector
  +
|[[The Engi Virus]]
  +
|Normal
  +
|Engi,Lanius
 
|-
 
|-
 
| Engi Homeworlds || [[Engi Fleet Discussion]] || Normal || Engi
 
| Engi Homeworlds || [[Engi Fleet Discussion]] || Normal || Engi
  +
|-
  +
| Engi Homeworlds || [[Two Smashed Ships]] || Normal || Engi
 
|-
 
|-
 
| Hidden Crystal Worlds || [[Crystal Civilian Question]] || Normal || Crystal
 
| Hidden Crystal Worlds || [[Crystal Civilian Question]] || Normal || Crystal
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|-
 
|-
 
| Slug Controlled Nebula || [[Slug Captain Invites You to a Drink]] || Ship || Rock
 
| Slug Controlled Nebula || [[Slug Captain Invites You to a Drink]] || Ship || Rock
  +
|-
  +
| Slug Controlled Nebula || [[Merchant with Conspicuous Markings]] || Normal || Slug
 
|-
 
|-
 
| Slug Home Nebula || [[Unknown Disease on Mining Colony]] || Distress || Engi, Rock
 
| Slug Home Nebula || [[Unknown Disease on Mining Colony]] || Distress || Engi, Rock
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|-
 
|-
 
| Slug Home Nebula || [[The Black Raven]] || Ship || Slug
 
| Slug Home Nebula || [[The Black Raven]] || Ship || Slug
  +
|-
  +
| Slug Home Nebula || [[Merchant with Conspicuous Markings]] || Normal || Slug
 
|-
 
|-
 
| Uncharted Nebula || [[Unknown Disease on Mining Colony]] || Distress || Engi, Rock
 
| Uncharted Nebula || [[Unknown Disease on Mining Colony]] || Distress || Engi, Rock
Line 133: Line 153:
 
| Out of Fuel || [[Poorly Armed Slug Ship]] || n/a || Slug
 
| Out of Fuel || [[Poorly Armed Slug Ship]] || n/a || Slug
 
|}
 
|}
''See also:'' [[Blue_Options|Blue Events]], [[Ship Achievements]][[Category:Ship Achievements]][[Category:Guides]]
+
''See also:'' [[Blue_Options|Blue Events]], [[Ship Achievements]]
  +
[[Category:Ship Achievements]]
  +
[[Category:Guides]]

Revision as of 14:13, 6 September 2018

"While using the Federation Cruiser, use your crew in 4 special blue event choices by sector 5."

Diplomatic Immunity Achievement

A good example of players' valid complaints that FTL relies too heavily on RNG, Diplomatic Immunity is seemingly much less skill-based than the majority of in-game achievements. While it is perfectly possible to accidentally get it on your first game, it is just as foreseeable that you might play through dozens of Federation Cruiser runs and still come up lacking. When going for this achievement, then, bear in mind that it might take a few games.

First off, as the wording behind the achievement description is rather vague, it is an important distinction that only blue event choices that arise as a result of having particular alien crew members aboard count towards this achievement - thus blue event choices for having specific system upgrades, augments, or weapons do not. Secondly, "by sector 5" is misleading: The cut-off point is, in fact, entering sector 6, so the very last place you could conceivably get your final blue option in is the exit beacon for sector 5 (provided it wasn't in a nebula) right before jumping to 6. Therefore, if you didn't get it by then but are still determined to, sector 6 is a good place to quit and start a new game.

General Strategies

There are a few key ways to increase the probability of running across blue event choices as you make your way across the FTL universe. One, and this cannot be emphasized enough in ranking of importance, is the Long-Ranged Scanners augment: In most sectors, the majority of blue event options for crew will be found within normal or distress beacons, thus if you can see ahead of time which beacons are which and only go to those, you can simultaneously avoid ships with nothing to offer, and increase the volume of normal beacons (with potential blue events) you can visit before the Rebel Fleet catches up to you. This could, especially early-on, simply be supplemented by stumbling upon a mercenary, sensor station, ship out of fuel, or any other random event that reveals the map, the trade-off being, of course, that it would only be a sector-by-sector solution, and generally some commitment of resources, scrap, or upgraded equipment is needed; thus, it is generally a better idea to buy the scanners at the earliest opportunity if you happen to come across them, as they only cost a measly 30 scrap and, compared to other augments, are a fairly common find.

Speaking of purchases, another very important factor towards success is your crew. Diversifying your crew as much as possible allows a wider range of potential event choices, and in that respect, is arguably just as vital as the scanners. Crew members are available for purchase in many stores across the FTL universe - some, such as Slugs or Zoltan, being not quite as common as others. However, in their respective systems, their availability tends to skyrocket, so making a detour and braving the horrors of a Slug-Controlled Nebula can be quite rewarding. On higher difficulties especially, it is sometimes difficult to manage scrap allocation, and if that's you, it might be worth aiming for slavers (pirate and friendly) or upgrading your medbay to rescue some guys here and there. If your manifest is getting full, dismiss only duplicates, and ensure any solo race members stay out of the line of fire. Consistently boarding ships on the off chance of randomly finding a surviving crew member isn't such a bad idea either, just remember to turn off your number-one-boarder-killer Artillery Beam before sending in your team.

Sector Navigation

Another uniquely valuable thing to bear in mind is which sectors you frequent. It may at first seem that jumping exclusively to green, "safe" sectors is the no-brainer, but that is not completely the case: Which sectors you should jump to depends heavily on what your current crew complement is. For instance, having a Mantis - Layout A's (arguably) sole highlight - would make Mantis Homeworlds a desirable, albeit dangerous, sector to aim for. Similarly, with a Slug on-hand, aiming for Nebula sectors might just be the smart thing.

Regardless of sector, it is always a good idea to explore as much as physically possible, for many reasons, but specifically in pertinence to Diplomatic Immunity, because it increases your chances of finding blue event choices.

Below is a chart listing what sectors house which blue opportunities for particular races, organized by sector by default with sorting features enabled for ease of use.

Sector Event Beacon Crew
Civilian Sector Unknown Disease on Mining Colony Distress Engi, Rock
Civilian Sector Fire on Small Research Station Distress Rock
Civilian Sector Single Life Form on Moon Distress Slug
Engi Controlled Sector Malfunction Defense System Distress Engi
Engi Controlled Sector Engi Distress Call Normal Engi
Engi Controlled Sector Intelligent Lifeform on Planet Normal Slug
Engi Controlled Sector Two Smashed Ships Normal Engi
Engi Controlled Sector Confused Mantis Normal Mantis, Human
Engi Controlled Sector The Engi Virus Normal Engi,Lanius
Engi Homeworlds Engi Fleet Discussion Normal Engi
Engi Homeworlds Two Smashed Ships Normal Engi
Hidden Crystal Worlds Crystal Civilian Question Normal Crystal
Hidden Crystal Worlds Crystalline Cache Normal Crystal
Hidden Crystal Worlds Crystalline Research Facility Normal Rock
Mantis Controlled Sector Malfunction Defense System Distress Engi
Mantis Controlled Sector Unknown Disease on Mining Colony Distress Engi, Rock
Mantis Controlled Sector Fire on Small Research Station Distress Rock
Mantis Controlled Sector Intelligent Lifeform on Planet Normal Slug
Mantis Homeworlds Unknown Disease on Mining Colony Distress Engi, Rock
Mantis Homeworlds Legendary Thief KazaaakplethKilik Ship Mantis
Mantis Homeworlds Fire on Small Research Station Distress Rock
Pirate Controlled Sector Unknown Disease on Mining Colony Distress Engi, Rock
Pirate Controlled Sector Fire on Small Research Station Distress Rock
Pirate Controlled Sector Single Life Form on Moon Distress Slug
Rebel Controlled Sector Fire on Small Research Station Distress Rock
Rock Controlled Sector Unknown Disease on Mining Colony Distress Engi, Rock
Rock Controlled Sector Fire on Small Research Station Distress Rock
Rock Controlled Sector Mantis Ship Rock Body Parts Ship Rock
Rock Controlled Sector Disabled Rock Transport Normal Slug
Rock Controlled Sector Single Life Form on Moon Distress Slug
Rock Homeworlds Ancient Device Quest Crystal
Rock Homeworlds Unknown Disease on Mining Colony Distress Engi, Rock
Rock Homeworlds Fire on Small Research Station Distress Rock
Rock Homeworlds Disabled Rock Transport Normal Slug
Rock Homeworlds Single Life Form on Moon Distress Slug
Slug Controlled Nebula Unknown Disease on Mining Colony Distress Engi, Rock
Slug Controlled Nebula Slug Oxygen Malfunction Distress Mantis
Slug Controlled Nebula Intelligent Lifeform on Planet Normal Slug
Slug Controlled Nebula The Black Raven Ship Slug
Slug Controlled Nebula Slug Captain Invites You to a Drink Ship Rock
Slug Controlled Nebula Merchant with Conspicuous Markings Normal Slug
Slug Home Nebula Unknown Disease on Mining Colony Distress Engi, Rock
Slug Home Nebula Slug Oxygen Malfunction Distress Mantis
Slug Home Nebula Intelligent Lifeform on Planet Normal Slug
Slug Home Nebula Slug Home Nebula Surrender Ship Slug
Slug Home Nebula Slug Transport with Military Escort Normal Slug
Slug Home Nebula The Black Raven Ship Slug
Slug Home Nebula Merchant with Conspicuous Markings Normal Slug
Uncharted Nebula Unknown Disease on Mining Colony Distress Engi, Rock
Uncharted Nebula Fire on Small Research Station Distress Rock
Uncharted Nebula Rock Armoured Transport Ion Storm Rock
Uncharted Nebula Single Life Form on Moon Distress Slug
Zoltan Controlled Sector Malfunction Defense System Distress Engi
Zoltan Controlled Sector Fire on Small Research Station Distress Rock
Zoltan Controlled Sector Single Life Form on Moon Distress Slug
Zoltan Controlled Sector Zoltan Security Checkpoint Ship Slug
Zoltan Controlled Sector Zoltan Trade Hub Normal Zoltan
Zoltan Homeworlds Fire on Small Research Station Distress Rock
Zoltan Homeworlds Single Life Form on Moon Distress Slug
Zoltan Homeworlds Zoltan Security Checkpoint Ship Slug
Zoltan Homeworlds Zoltan Trade Hub Normal Zoltan
Out of Fuel Poorly Armed Slug Ship n/a Slug

See also: Blue Events, Ship Achievements