"Attention rebels, we have three heavy lasers and a cutting beam locked onto you! Surrender or be destroyed!" "Attention Federation warship, we have a class three teleport bay and two Elite Mantis crew members. Good luck!"
That's apparently the reason for klingon battleships to have the long neck separating the bridge from the ship's main body. It creates a choke point for gunning down mutineers.
I'm mooring my starship outside of the space station away from the docks so that it doesn't become a futuristic Minecraft block. Sure it's expensive, using shuttlepods and shuttlecrafts. But it's better than nothing, since transporters can't be used.
For such a simple game, there sure are a lot of different ways to play it. I think my most amusing run revolved around setting fire to ships and mind controlling the crew to keep them from effectively fighting it. Killing the crew instead of the ship definitely has advantages... lots of good salvage ;) Having crystal crew members and just keeping most of your ship open to vacuum is also interesting.
I would like to point out that the reason it takes so long for atmosphere to vent is that the oxygen generation system works overtime trying to keep filling the vented room with O2. You can see the difference if you temporarily turn off the oxygen when venting a room.
12:25 actually having the airlock be the weapons and shields rooms makes sense from an in universe perspective as those are the rooms you want vented fast if it catches fire or is invaded. so while having the airlocks be functional rooms wouldn't make sense IRL it does make sense with the rules of the FTL universe
The tetragon drone control room having a hatch to vacuum in the hole of the donut would make sense if targeting specific parts of the ship was a thing in this game. One might say that drones are released through that hatch and then can exit through either the dorsal or ventral ends of that hole, making the hatch effectively a “weapon port” which one would naturally want to target in order to neutralize the weapon behind it. The door itself is very hard to hit in that placement- very sensible, almost as sensible as placing a ship’s bridge deep in its center. Yes, that’s my monkey brain trying to justify the door placement but here we are. By the way- do I recall you differentiating between “door” and “hatch” in Terran naval terminology in a consistent way? Because here, there is no consistency.
I do feel like when describing roguelikes you missed a very key aspect of such types of games. They are meant to be played repeatedly with random elements that can dramatically change the way the game plays out each time. With some the random element is what gear or equipment you get along the way, others what paths or events open up, but it's usually a very different experience each time you play.
This is vital, yes. You're generally expected to lose and restart multiple times before ever completing a single run on a Rogue-like. Then there's the Rogue-light genre where certain bits of progress carry over. FTL for instance lets you unlock new ships and species to crew them as you find events, and those let you start new games with different options. There's a progression system but it's not necessarily tied to being successful; a lot of random chances and repeated attempts to get through the game, with each try being wildly different and potentially cracking open new avenues is the main draw of games building off of Rogue.
Every time someone mentions a Kestrel class ship I'm always reminded of the old Mac game Escape Velocity and Escape Velocity: Nova. In EV the Kestrel was one of the best ships in the game and, curiously enough, looks a lot like the Victory and the Excalibur from Babylon Five and Crusade.
Everyone should check out the open-source remake of Escape Velocity called Endless Sky. Absolutely amazing game, even for those (like myself) who haven’t played the original.
FTW is a truly despicable existence. It launched early in the "roguelike" resurgence and became the de-facto standard from there on crushing all and sundry after it's launch through simply being early, getting 99% of things right first time and dropping just enough content (and mod support) that it remains one of the few roguelikes i regularly revisit despite somewhat completing (some of the RNG events hate me and i still have a low tolerance for the RNG shipbuilding within the runs). It actively made me dislike other roguelikes by comparison.
I used to play a RPG called Traveler, on one occasion we had a phony inspector dirt side in the airlock, we dropped the atmospheric pressure quickly causing the intruder to pass out so we could easily deal with them, another time we had boarders at a station, the crewman on watch strapped into the control seat and flipped the artificial gravity from plus one G to negative one G four times slamming the intruders back and forth between ceiling and floor.
With the Red Tail config of the Kestral, I think the airlock between the cockpit and the rest of the ship is meant to be part of a separation system. If the ship is completely seen as a lost cause. The pilot or captain vents the airlock and detaches the prow of the ship, effectively making an escape pod. Kinda a selfish design as it leaves out the rest of the crew, but still.
Wepon speck boost reload on wepons. I didint notice better hit chance even on last sectors. For inside drones you keep drone as long as he is alive or de-slot him. On most my runs drone parts arent issue as long as you dont make dedicated run(Engi B full drone runs was pain). Basicly crippe enemy wepons, before shoot, boost engine power to full (you dont need runing mad bay or O2 generator all the time) and T1 door upgrade is very useful.
wait..am I in trouble because I read the part you said no one reads? DON'T CRUSH MY SHIP I STILL HAVE 15 MINUTES ON THE METER! this all looks influenced by the old Traveller RPG. am I close?
The trick is not to dock, but rather enter a legal holding orbit and use the complimentary shuttles or transfer gates. Yes, I know its a premium service and a bit more expensive than the interior docking bays, but if you're either slow to move about or plan to be longer than a day, its worth not worrying about your ship being turned into a futuristic minecraft block.
@@atigerclaw I'm just going for one of the old mooring stations that are independently run, still a friendly stop that gives that space station a wide berth away from it.
I love me some FTL! So much so, I was inspired to make my own version of it. (Videos under channel) It's still under development. All input welcome. Hope you enjoy.
Speaking of FTL SCS, their is this game called VOID WAR coming up. Not really sure what to think of it, cus ON THE ONE HAND it feels like a Mod turned full Rip Off Game of FTL. BUT on the other hand, it is a "new" FTL style game with its own little tweaks and differences. Anyway FTL Ships, 9 to pick from with several sub variants. Never Did complete the Crystal Homeworld Quest myself, I did get pretty close though. Manable Systems Include: Bridge, Door Controls, Sensors, Weapons, Shields, Engines. Everything else just operates on its own. Far as Crew goes: Humans Learn Faster, Engi Fix things Faster but suck at fighting (High repair speed, low damage), Matis are Excellent fighters but can't fix things for crap (high damage, low repair speed), Rock People which are IMMIUNE to fire and have HIGH HP but SLOW as...well Rocks. Their are also Crystal People but.... you tend to only get one of them. And later on they added this race that doesn't even need Oxygen, in fact they actively SUCK oxygen out of the room. The Default Kestral is certainly a very Logical Design, with drone control and other subsystems right behind it, shields and weapons amid ship and engineering and other critical systems in the back in the back, The other 2 weapons pop out of those bits with the Arrows on the sides of the ship. The Airlocks on the Red Tail are certainly Highly Questionable. Yeah the Engi have "cube" ships for lack of a better term, 1 less weapon, more Drone slots. (thankfully you can get a Recovery Arm to recover drones) (More Transparent Icons would be a better way to say it, since they are all Gray)
I still disagree with you about housing your cockpit in the core of the ship. A classic example of why having some kind of window is beneficial can be illustrated in Apollo 13. Their flight computers were down and they had to find someway to orient the ship in space so what did they do? They kept earth in the window in a reticule while performing an extended burn maneuver. They had a physical target to aim for. There’s definitely benefit to being able to see where you’re going. Tactically speaking, sure, it does make sense to protect it and rely on sensors.
@ 9minutes what an ungodly bunch of sacred cow...deposit. The ships may be positioned "left" and "right" in the gravity well and they may have reason to not loose that initial positioning (like, idk, the slight advantage higher up in the well and the need to defend some concealed base further in...)....but, REALLY, the ships are not at sea , squareing off, they maneuver in 3D, strafe back and forth up and down, exposing as little as possible their tenderly armored points but turn they do (for example, after the enemy just just fired their big guns, it may be the time to risk being hit with the smaller caliber guns while turning, or rotating or whatever) !!! Did not have time t hear the whole show...need to go to work dismantling a old nicaraguan surveilance cruiser at lagrange 21 off Neptune..those take a while to scrap, lemmme tell ya' !!
For the Red Tail, having an airlock directly behind the cockpit is VERY USEFUL for venting to vacuum any boarders trying to break into the cockpit.
This... venting the atmosphere and keeping your crew locked up in the bridge and engineering is the fastest way to deal with most boarders.
If you think about it, he who controls the doors controls space itself and holds supreme power over life and death
"Attention rebels, we have three heavy lasers and a cutting beam locked onto you! Surrender or be destroyed!"
"Attention Federation warship, we have a class three teleport bay and two Elite Mantis crew members. Good luck!"
I see your Mantis warriors!
And raise you.
Every door opens and my crew is in the med bay.
the bridge having an air lock is probably a way to discourage boarding parties
The way I see the battles is more like a dogfight, the two ships are flying around each other taking shots.
well clearly the airlocks by the cockpit on the laser kestrel have " In case of munity open" written on them
That's apparently the reason for klingon battleships to have the long neck separating the bridge from the ship's main body. It creates a choke point for gunning down mutineers.
I'm mooring my starship outside of the space station away from the docks so that it doesn't become a futuristic Minecraft block. Sure it's expensive, using shuttlepods and shuttlecrafts. But it's better than nothing, since transporters can't be used.
For such a simple game, there sure are a lot of different ways to play it. I think my most amusing run revolved around setting fire to ships and mind controlling the crew to keep them from effectively fighting it. Killing the crew instead of the ship definitely has advantages... lots of good salvage ;)
Having crystal crew members and just keeping most of your ship open to vacuum is also interesting.
I would like to point out that the reason it takes so long for atmosphere to vent is that the oxygen generation system works overtime trying to keep filling the vented room with O2.
You can see the difference if you temporarily turn off the oxygen when venting a room.
20:47 the human-made Blohm & Voss BV 141 was assymetric - one noted detail was its shape nicely countered the torque of its single propellor.
12:25 actually having the airlock be the weapons and shields rooms makes sense from an in universe perspective as those are the rooms you want vented fast if it catches fire or is invaded. so while having the airlocks be functional rooms wouldn't make sense IRL it does make sense with the rules of the FTL universe
“Send the crew to help! Giant alien spiders are no joke.”
-Famous last words
No worries about fires when you drain the can before battle!
Proper Expanse technique.
LOL LOVE the BattleTech referance!
🎵Star Truckin'🎵
🎵Across the Universe🎵
🎵We're always going forward🎵
🎵'Cause we cannot find Reverse🎵
"Exits stage left pursued by a bear." I will try and remember that for future use as it made me laugh ;-)
Started playing the multiverse mod cause you were playing. Good FTL fun I haven't had in years
My obligatory infinity reference here…
Didn’t really think you would do an episode like this. Not that I’m complaining. Fun episode.
The tetragon drone control room having a hatch to vacuum in the hole of the donut would make sense if targeting specific parts of the ship was a thing in this game. One might say that drones are released through that hatch and then can exit through either the dorsal or ventral ends of that hole, making the hatch effectively a “weapon port” which one would naturally want to target in order to neutralize the weapon behind it. The door itself is very hard to hit in that placement- very sensible, almost as sensible as placing a ship’s bridge deep in its center.
Yes, that’s my monkey brain trying to justify the door placement but here we are.
By the way- do I recall you differentiating between “door” and “hatch” in Terran naval terminology in a consistent way? Because here, there is no consistency.
Doors go in vertical surfaces.
Hatches go in horizontal surfaces.
And, sadly, the game doesn't allow that level of targeting.
Wait what?! The game was made by just 2 guys!?(And a third did the amazing music!) TIL
I do feel like when describing roguelikes you missed a very key aspect of such types of games. They are meant to be played repeatedly with random elements that can dramatically change the way the game plays out each time. With some the random element is what gear or equipment you get along the way, others what paths or events open up, but it's usually a very different experience each time you play.
This is vital, yes. You're generally expected to lose and restart multiple times before ever completing a single run on a Rogue-like. Then there's the Rogue-light genre where certain bits of progress carry over. FTL for instance lets you unlock new ships and species to crew them as you find events, and those let you start new games with different options. There's a progression system but it's not necessarily tied to being successful; a lot of random chances and repeated attempts to get through the game, with each try being wildly different and potentially cracking open new avenues is the main draw of games building off of Rogue.
Maybe the nanites need the air for cooling. Or their power cells use some sort of oxidation reaction for power.
Every time someone mentions a Kestrel class ship I'm always reminded of the old Mac game Escape Velocity and Escape Velocity: Nova. In EV the Kestrel was one of the best ships in the game and, curiously enough, looks a lot like the Victory and the Excalibur from Babylon Five and Crusade.
EVN remains one of the best space sims I've played, despite the isometric view. Lot of good stories, interesting arcs and lore, and fun mechanics.
Everyone should check out the open-source remake of Escape Velocity called Endless Sky. Absolutely amazing game, even for those (like myself) who haven’t played the original.
FTW is a truly despicable existence.
It launched early in the "roguelike" resurgence and became the de-facto standard from there on crushing all and sundry after it's launch through simply being early, getting 99% of things right first time and dropping just enough content (and mod support) that it remains one of the few roguelikes i regularly revisit despite somewhat completing (some of the RNG events hate me and i still have a low tolerance for the RNG shipbuilding within the runs).
It actively made me dislike other roguelikes by comparison.
I used to play a RPG called Traveler, on one occasion we had a phony inspector dirt side in the airlock, we dropped the atmospheric pressure quickly causing the intruder to pass out so we could easily deal with them, another time we had boarders at a station, the crewman on watch strapped into the control seat and flipped the artificial gravity from plus one G to negative one G four times slamming the intruders back and forth between ceiling and floor.
With the Red Tail config of the Kestral, I think the airlock between the cockpit and the rest of the ship is meant to be part of a separation system. If the ship is completely seen as a lost cause. The pilot or captain vents the airlock and detaches the prow of the ship, effectively making an escape pod. Kinda a selfish design as it leaves out the rest of the crew, but still.
Wepon speck boost reload on wepons. I didint notice better hit chance even on last sectors.
For inside drones you keep drone as long as he is alive or de-slot him. On most my runs drone parts arent issue as long as you dont make dedicated run(Engi B full drone runs was pain).
Basicly crippe enemy wepons, before shoot, boost engine power to full (you dont need runing mad bay or O2 generator all the time) and T1 door upgrade is very useful.
wait..am I in trouble because I read the part you said no one reads?
DON'T CRUSH MY SHIP I STILL HAVE 15 MINUTES ON THE METER!
this all looks influenced by the old Traveller RPG. am I close?
Only fifteen minutes?! Run, Forrest, RUN!
The trick is not to dock, but rather enter a legal holding orbit and use the complimentary shuttles or transfer gates.
Yes, I know its a premium service and a bit more expensive than the interior docking bays, but if you're either slow to move about or plan to be longer than a day, its worth not worrying about your ship being turned into a futuristic minecraft block.
Well, Traveller seems to have codified the whole deck plans things...
However I am thinking more "Awful Green Things from Outer Space"
@@atigerclaw I'm just going for one of the old mooring stations that are independently run, still a friendly stop that gives that space station a wide berth away from it.
@@jon-paulfilkins7820 AGTFOS? I haven't played that in years. I can see the similarities though.
looks intriguing, will this run OK on Win 11?
Also if breathing in heavy metal = bad. Is hearing heavy metal = good?
🤘😈🤘
It should run on Win11, but... Win11.
you seem to like FTL, have you tried Into the Breach? Also we need to get you to look at Void Bastards.
Haven't tried Into the Breach yet.
I love me some FTL! So much so, I was inspired to make my own version of it. (Videos under channel) It's still under development. All input welcome. Hope you enjoy.
About time. XD
wow weird world reference. last time i saw that game's name on screen was when i played it years ago lol
every time i'd find a potion i'd just automaticly hit q
Speaking of FTL SCS, their is this game called VOID WAR coming up. Not really sure what to think of it, cus ON THE ONE HAND it feels like a Mod turned full Rip Off Game of FTL. BUT on the other hand, it is a "new" FTL style game with its own little tweaks and differences. Anyway FTL Ships, 9 to pick from with several sub variants. Never Did complete the Crystal Homeworld Quest myself, I did get pretty close though.
Manable Systems Include: Bridge, Door Controls, Sensors, Weapons, Shields, Engines. Everything else just operates on its own. Far as Crew goes: Humans Learn Faster, Engi Fix things Faster but suck at fighting (High repair speed, low damage), Matis are Excellent fighters but can't fix things for crap (high damage, low repair speed), Rock People which are IMMIUNE to fire and have HIGH HP but SLOW as...well Rocks. Their are also Crystal People but.... you tend to only get one of them. And later on they added this race that doesn't even need Oxygen, in fact they actively SUCK oxygen out of the room.
The Default Kestral is certainly a very Logical Design, with drone control and other subsystems right behind it, shields and weapons amid ship and engineering and other critical systems in the back in the back, The other 2 weapons pop out of those bits with the Arrows on the sides of the ship. The Airlocks on the Red Tail are certainly Highly Questionable.
Yeah the Engi have "cube" ships for lack of a better term, 1 less weapon, more Drone slots. (thankfully you can get a Recovery Arm to recover drones)
(More Transparent Icons would be a better way to say it, since they are all Gray)
We'll have to keep a sensor out.
FTL is one of those games that seems simple at first but has a lot of complexity for you to satisfy your ocd and ADHD and tism.
I'm moderately terrible,thank you for asking. Video is nice,but I have to admit,I never heard of this game until now....
Guess you're one of today's lucky 10,000.
Pretty sure it's pretty cheap now.
I still disagree with you about housing your cockpit in the core of the ship. A classic example of why having some kind of window is beneficial can be illustrated in Apollo 13. Their flight computers were down and they had to find someway to orient the ship in space so what did they do? They kept earth in the window in a reticule while performing an extended burn maneuver. They had a physical target to aim for. There’s definitely benefit to being able to see where you’re going.
Tactically speaking, sure, it does make sense to protect it and rely on sensors.
if thou likes FTL: Faster Than Light, ye should play FTL: Multiverse (a big ol overhaul mod)
We livestream that every other week. Coming up on the last level.
oh right yea im dumb, he already played it, still if anybody else sees this you should absolutely play it
5:13 top down it looks like the Mando-mobile
@ 9minutes what an ungodly bunch of sacred cow...deposit. The ships may be positioned "left" and "right" in the gravity well and they may have reason to not loose that initial positioning (like, idk, the slight advantage higher up in the well and the need to defend some concealed base further in...)....but, REALLY, the ships are not at sea , squareing off, they maneuver in 3D, strafe back and forth up and down, exposing as little as possible their tenderly armored points but turn they do (for example, after the enemy just just fired their big guns, it may be the time to risk being hit with the smaller caliber guns while turning, or rotating or whatever) !!! Did not have time t hear the whole show...need to go to work dismantling a old nicaraguan surveilance cruiser at lagrange 21 off Neptune..those take a while to scrap, lemmme tell ya' !!
Wait, this was a commercial?
As much as anything we talk about in episodes is.
I can't tell, are you saying "Rogue-like" or "Rogue-lite/light"?
neat stuff last you have doors like in the hitch hikers gide but n will see new vid as long you post new vids
6:35 Please tell me the dock master is aware of this media:
ua-cam.com/video/RVHw5Hcat9s/v-deo.htmlsi=rFrktOuvtoQiHcM8
Good to see Door Monster as an icon of the community.
🐶🐕🐆🐈⬛🗾🥯🥦🥦