FTL

Delerat wrote:

Was there a way to play this game early? An early build released to backers months ago or something? I remember playing it close to when the Kickstarter was going, decided to wait until it released, but got a craving when everyone was talking about it, but I couldn't find anything.

Wait 9 more days and buy it?

HedgeWizard wrote:
Delerat wrote:

Was there a way to play this game early? An early build released to backers months ago or something? I remember playing it close to when the Kickstarter was going, decided to wait until it released, but got a craving when everyone was talking about it, but I couldn't find anything.

It was available via On-Live as I recall.

That's it!

EriktheRed wrote:
Delerat wrote:

Was there a way to play this game early? An early build released to backers months ago or something? I remember playing it close to when the Kickstarter was going, decided to wait until it released, but got a craving when everyone was talking about it, but I couldn't find anything.

Wait 9 more days and buy it? :)

I want it now. NOW GOSH DARN IT!

Baron Of Hell wrote:

I want it now. NOW GOSH DARN IT!

+1

After all the talk about how awesome this game is, waiting a little over a week for the game to drop is agony

Baron Of Hell wrote:
EriktheRed wrote:
Delerat wrote:

Was there a way to play this game early? An early build released to backers months ago or something? I remember playing it close to when the Kickstarter was going, decided to wait until it released, but got a craving when everyone was talking about it, but I couldn't find anything.

Wait 9 more days and buy it? :)

I want it now. NOW GOSH DARN IT!

Oh I can play it now because of the pre-release. I just choose to wait. I have the choice

I have put about 15 hours into the game at this point.

I am really enjoying it. It feels right I think. The power use choices are interesting and the combat is very fun.

For non-backers who want a preview before the game is released...

Meanwhile, I'm loving this game. I'm currently splitting my limited gaming time between it and GW2.

I've discovered my first real issue with the game: you can't remove augmentations.

I just found a store that has a cool aug that I wan't to buy, but it won't let me because I already have 3 augs. So I go my equipment screen to remove one, then realize I can't. Whaaa? It's my damn ship. I should be in control of every aspect of it, including the ability to move to cargo or scrap or at least dispose my ship's augmentations. This seems like a glaring design flaw to me. When googling, I noticed on the game's official forum that someone brought up this issue back in July, but I guess the two devs chose to leave it the way it is, considering it's still in the game 2 months later.

The most frustrating part of my situation is that I didn't choose (buy) any of the 3 augs currently on my ship that are preventing me from ever using any other aug. One came with the ship, and the other two were automatically added after destroying enemy ships. The reason for limiting the number of augs your ship can use at the same time is obvious, but not giving the player the ability to manage their augs makes no sense to me at all.

I think you can sell them at the store by dragging them to the sell box.

I think so anyway. Can anyone confirm?

Kier wrote:

I think you can sell them at the store by dragging them to the sell box.

I think so anyway. Can anyone confirm?

At a store in the next sector, I realize that you can and came back to post it. D'OH!

I still think you should be able to manage your augs whenever you want and wherever you are, and not have to wait to find a store so that you can sell one.

Yeah I agree. You might get one in some event that is better than the ones you already have.

But hey, it is still in Beta. Make the suggestion, maybe the Dev's can get it fixed before release.

Right, it would be nice if it was a 'cargo' item that you could manage better. After all, what's the difference better an arm and a blaster equipment-wise?
--
TAZ

zircher wrote:

Right, it would be nice if it was a 'cargo' item that you could manage better. After all, what's the difference better an arm and a blaster equipment-wise?
--
TAZ

The difference is that space arms are made in Canada

Kier wrote:

But hey, it is still in Beta. Make the suggestion, maybe the Dev's can get it fixed before release.

Like I said in a previous post, the suggestion was made (at least once) on the official forum back in July, so if the devs felt that it was a change that they wanted to make, I'm sure it would've happened long before now.

Also, the game releases to non-backers in 5 days, so saying that it's still in beta is a bit of a stretch. Not that it matters all that much, as this is a digital-only game that can (and hopefully will) be updated post-release.

Speaking of feedback, when looking at the comments on the lastest kickstarter update, I saw a couple more things that I think would be cool.

- The ability to sell fuel, missiles and drone parts at the store
- An exploration mode where there is no rebel fleet chasing you, leaving you free to explore each sector as much as you want

MeatMan wrote:
Kier wrote:

But hey, it is still in Beta. Make the suggestion, maybe the Dev's can get it fixed before release.

Like I said in a previous post, the suggestion was made (at least once) on the official forum back in July, so if the devs felt that it was a change that they wanted to make, I'm sure it would've happened long before now.

Also, the game releases to non-backers in 5 days, so saying that it's still in beta is a bit of a stretch. Not that it matters all that much, as this is a digital-only game that can (and hopefully will) be updated post-release.

Speaking of feedback, when looking at the comments on the lastest kickstarter update, I saw a couple more things that I think would be cool.

- The ability to sell fuel, missiles and drone parts at the store
- An exploration mode where there is no rebel fleet chasing you, leaving you free to explore each sector as much as you want

As long as you prevented unlocks on the last suggestion, that would be cool. Though it would make the final battle ridiculously easy I suspect.

MeatMan wrote:
Kier wrote:

But hey, it is still in Beta. Make the suggestion, maybe the Dev's can get it fixed before release.

Like I said in a previous post, the suggestion was made (at least once) on the official forum back in July, so if the devs felt that it was a change that they wanted to make, I'm sure it would've happened long before now.

Also, the game releases to non-backers in 5 days, so saying that it's still in beta is a bit of a stretch. Not that it matters all that much, as this is a digital-only game that can (and hopefully will) be updated post-release.

Speaking of feedback, when looking at the comments on the lastest kickstarter update, I saw a couple more things that I think would be cool.

- The ability to sell fuel, missiles and drone parts at the store
- An exploration mode where there is no rebel fleet chasing you, leaving you free to explore each sector as much as you want

I watched a live stream yesterday and one of the devs was in the chat. I asked about selling missiles and he said that there was a design reason why we couldn't. He left it at that.

Whether that means an actual design reason or programming limitation I don't know.

HedgeWizard wrote:
MeatMan wrote:

- An exploration mode where there is no rebel fleet chasing you, leaving you free to explore each sector as much as you want

As long as you prevented unlocks on the last suggestion, that would be cool. Though it would make the final battle ridiculously easy I suspect.

I can see the opportunity to make a cool expansion where the focus is purely on the exploration of unknown space. Or even a privateer esque mode using the randomly generated world. It would make it less of a roguelike, but the framework is already there.

HedgeWizard wrote:

As long as you prevented unlocks on the last suggestion, that would be cool. Though it would make the final battle ridiculously easy I suspect.

I guess I should've elaborated. In the exploration mode I was imagining, there would not be a final battle. You just explore endless sectors for as long as you can survive, with progressively tougher enemies of course.

Oh, and I thought of another feature I'd like to see: the ability to specify targets for your anti-ship drone.

Tamren wrote:

I can see the opportunity to make a cool expansion where the focus is purely on the exploration of unknown space. Or even a privateer esque mode using the randomly generated world. It would make it less of a roguelike, but the framework is already there.

Indeed it is. Their kickstarter was 2000% funded, so they certainly have the means to do an expansion.

FYI there are some random events that allow you to sell off drones or missiles. It isn't as reliable as using a store but I seem to run across them pretty regularly. That said I find it is usually best to hold on your drones and missiles. I usually end up using a lot of them for the boss battle.

Remind me not to tell myself that sneaking "a few minutes" of FTL in before starting work is a good idea.

garion333 wrote:

Remind me not to tell myself that sneaking "a few minutes" of FTL in before starting work is a good idea.

And never, never play "just one game."

But, but, just one more sector...

Want. so. bad.

I started the thread- so I get that the game is important. I just wish I could get why it's great.

Can't answer your question until it's out, demonbox.

demonbox wrote:

I started the thread- so I get that the game is important. I just wish I could get why it's great.

EriktheRed is probably in a better position than me to answer that, as he pledged at the level that granted closed beta access, so he's been playing the game for the last 3 months (and posting about it in this thread).

After the dozen or so hours that I've played it so far, the things that I think make FTL a good game are:

- the level of customization of your ship and crew
- the randomness that provides tons of replayability
- lots of different ships to unlock
- multiple strategies that can be used
- the price (it's only $10!)

Oh, and the music is nice, too.

I agree.

Compared to other 10 dollar experiences it is fantastic. I also, really like the music.

Plus there is something very interesting and fun in trying to put out fires in your engine room while there are borders knocking on the pilots door.

I found that you are often walking a tight balance between success and disaster. For example you have three different ways to protect your ship. Your engines and evade skill, your shields and absorption and finally a defence droid.

so for example if the enemy slips a shot through your shields and blows up the shield component you need to scramble to repair it and get it running because now every shot hits you. Same can be true for engines since I often get my evasion up to at least 30%, so when they go down life gets very difficult.

Also I once blew up an enemy ship while I still had two levelled up boarders on there. That was an expensive and painful loss.

Fires are tremendously dangerous. Especially if you're being pounded by solar flares. I've lost two ships to these situations. They come so fast you can't fix necessary systems quickly enough. Last time I'd already lost one crew member to disease doing a distress mission on a planet. So fighting, repairing, and healing with only two guys was just too much.

I do like naming my crew after friends though. I think they're each enjoying hearing how violently they expired when I recount my last failure. Good times.

So has a price been announced?