FTL Ideas

General discussion about the game.
salandit
Posts: 9
Joined: Wed Jan 18, 2017 11:07 pm

FTL Ideas

Postby salandit » Thu Jan 19, 2017 12:37 am

I know, it sounds horribly cliched. But hey, I have ideas, so I might as well post them.

External Documents:
Rebel FTL:
https://docs.google.com/document/d/1zPb ... sp=sharing
Multiple Flagship Types:
https://docs.google.com/document/d/1tzg ... sp=sharing

RACES:
[Salamander]
+ Immune to fire.
+ Deal 50% more damage and move 50% faster while in a room that is on fire.
+/- Set entire room occupied on fire upon death.
- Speed and damage are decreased by 25% when in rooms that are not on fire.
more here: https://docs.google.com/document/d/1OTu ... DbT3M/edit
[Ionized Zoltan]
+ Provides two reactor power to the room they are in.
+ Negate ion damage in the systems they are manning.
- System occupied is locked at 4 ion damage/lockdown (timer resets every 5 seconds).
[Grey Goo]
+ When idle/manning, heals at 5 hp per second.
+ Will clone itself upon jumping into a new sector, if possible.
- Grey Goo is not affected by the Medbay or the Clonebay.
[Mimic]
+/- Mimics other species in the room it is in in this priority:
Human > Engi > Mantis > Rockman > Zoltan > Slug > Lanius > Crystal
Special: Natural Form
Duration: 10 sec / Charged by jumping.
+ Deals 500% more damage and moves 40% faster.
+/- Enemy crew in room will try to flee.
- Disables sensors inside of the room it is in.

WEAPONS:
[Lock-on Laser]
Mark I: 1 power, 50 scrap, 10 sec
100% hit chance as long as the room targeted is visible. Fires 4 lasers that deal 1 system damage each and 25 crew damage each.
[Hyperion Laser]
Mark I: all power allocated, 65 scrap, power x 3 seconds
Fires (reactor power in weapons) lasers that deal 1 damage each.
[Charge Beam]
Mark I: 2 power, 60 scrap, 5 sec
1 damage per room. Max charge of 3. Length is equivalent to charge/45px * charge.
[Mining Beam]
Mark I: 2 power, 45 scrap, 14 sec
2 damage per room. Length of 5. Beam moves at 0.8 room/36 px per second.
[Focus Beam]
Mark I: 2 power, 45 scrap, 14 sec
1 damage per room. Length of 0 (1px). Lasts for 3 seconds, hits once per second.
[Ion Beam]
Mark I: 2 power, 40 scrap, 12 sec.
1 ion damage per room. Length of 2.5. Deals no hull damage.
Mark 2: 3 power, 60 scrap, 16 sec
2 ion damage per room. Length of 2.5. Deals no hull damage.
[Lock-on Missile]
Mark I: 2 power, 50 scrap, 10 sec
100% hit chance as long as targeted room is visible. Fires 1 missile that deals 1 damage.
[Ion Missile]
Mark I: 2 power, 35 scrap, 12 sec.
Fires 1 missile that deals 2 ion damage and stuns enemy crew.
Mark II: 2 power, 70 scrap, 12 sec
Fires 1 missile the deals 3 ion damage and stuns enemy crew.
[Wormhole Missile]
Mark I: 3 power, 0 scrap, 10 sec
Fires 1 missile that deals 2 system damage. 100% chance breach. Inflicts room hit with Gravity III for 10 seconds. Only comes equipped on the Nautilus.
[Lock-on Bomb]
Mark I: 1 power, 30 scrap, 8 sec
Launches 1 bomb that deals 2 system damage. 100% hit chance as long as targeted room is visible.
[Gas Bomb]
Mark I: 1 power, 35 scrap, 20 sec
Launches 1 bomb that fills the room it hits with gas.
[Discharge Laser]
Mark I: 2 power, 45 scrap, 4 sec
Fires 3 lasers that deal 1 damage. Cooldown is increased by 4 every time fired, to a maximum of 20 seconds (4x).
[Discharge Missile]
Mark I: 2 power, 55 scrap, 16 sec
Fires 1 missile that deals 4 damage. Damage is decreased by 1 every time fired, to a minimum of 1 (3x).
[Discharge Ion]
Mark I: 2 power, 40 scrap, 1 sec
Fires 1 ion blast that deals 1 ion damage. Cooldown is increased by 2 every time fired, to a maximum of 13 (6x).
[Discharge Beam]
Mark I: 2 power, 55 scrap, 16 sec
Beam deals 3 damage per room hit. Damage decreases by 1 every time fired, to a minimum of 1 (2x). Length of 2 (90px).
Mega-Weapons:
[Taurus Missile]
Mark I: 4 power, 100 scrap, 30 sec
Fires 2 missiles that deal 5 damage each.
[Ion Battery]
Mark I: 4 power, 100 scrap, 26 sec
Fires 8 ion blasts that deal 1 ion damage each.
[Breaker Bomb]
Mark I: 4 power, 100 scrap, 35 sec
Launches 1 bomb that deals 8 system damage.

CANNONS:
Cannons hit the enemy ship with an area of effect, like flak. Cannons will deal damage to shields equal to its base damage, but under normal circumstances cannons can never bypass shields. Like beams and unlike lasers, cannons have custom targeting.
[Blast Cannon]
Mark I: 2 power, 50 scrap, 16 sec, 2.5 radius
Deals 1 damage per room hit. 50% breach chance.
Mark II: 3 power, 75 scrap, 20 sec, 3 radius
Deals 2 damage per room hit. 50% breach chance.
[Focus Cannon]
Mark I: 3 power, 65 scrap, 18 sec, 1.25 radius
Deals 3 damage per room hit. 100% breach chance.
[Spread Cannon]
Mark I: 2 power, 60 scrap, 22 sec, 5 radius
Deals 1 damage per room hit. 20% breach chance.
[Chain Cannon]
Mark I: 3 power, 70 scrap, 16 sec, 2 radius
Deals 1 damage per room hit. Damage is increased by 1 every time fired, to a max of 4. Breach chance of (25*damage)%.
[Charge Cannon]
Mark I: 2 power, 55 scrap, 20 sec, 3 radius
Deals 1 damage per room hit. Cooldown is decreased by 4 each time it is fired, max charge of 3. 50% breach chance.
[Ion Cannon]
Mark I: 2 power, 45 scrap, 15 sec, 2 radius
Deals 2 ion damage per room hit.
[Fire Cannon]
Mark I: 2 power, 60 scrap, 12 sec, 3 radius
Sets hit room tiles on fire. Deals no hull damage.
[Aries Cannon]
Mark I: 4 power, 100 scrap, 25 sec, 2 radius
Deals 4 damage per room hit. 100% breach chance.

DRONES:
[Missile Drone]
Mark I: Power: 1, Scrap: 40.
Deployed on the enemy ship. Fires 1 missile every 12 seconds. Consumes missiles.
Mark II: Power: 2, Scrap: 60
Deployed on the enemy ship. Fires 1 missile every 6 seconds. Consumes missiles.
Explosive Replicator applies to both Mark I and II.
[Wormhole Drone]
Mark I: Scrap: 50, Power: 2.
Deployed on the enemy ship. Inflicts the enemy ship with Gravity I.
Mark II: Scrap: 70, Power: 3
Deployed on the enemy ship. Inflicts the enemy ship with Gravity II.
[Gravity Intruder Drone]
Mark I: Scrap: 85, Power: 4, Health: 100
Deployed on the enemy ship. Breaches the enemy ship upon entry. Locks the doors of the room it's in (Doors 3) and increases the gravity in the room by 1 every 10 seconds. Upon leaving a room, takes 20 damage, deals 2 system damage, and creates a breach if the room is systemless.
[Gas Intruder Drone]
Mark I: Scrap: 70, Power: 2, Health: 150
Deployed on the enemy ship. Creates a breach upon entry. Fills the room it is in with gas (8 sec).
[Reflector Drone]
Mark I: Scrap: 65, Power: 3
Deployed on your ship. Reflects one projectile (including missiles) or beam back at the enemy ship. Once a projectile or beam has been reflected, the drone has a cooldown of 5 seconds before being able to reflect again.

AUGMENTS:
[Reflector]
Scrap: 50, Rarity: 3
When shields are up, reflects blockable projectiles at the opposing ship. Shields still take damage from reflected projectiles.
[Wormhole]
Scrap: 100, Rarity: 3*
Lets you jump to any beacon in a sector. Lets you jump before FTL is charged. Consumed after use. Cannot stack. Inflicts your ship with Gravity II for 20 seconds after jumping. Can only be bought in Slug Homeworld.
The Nautilus comes equipped with this augment.
[Reinforced Hull]
Scrap: 100, Rarity: 5
Adds 10 points to your hull. Can stack. The Luxury Cruiser comes equipped with 3 of this augment.
[Nanite Hull]
Scrap: 0, Rarity: 0
Hull is repaired by (number of shields active) every time you jump into an empty beacon. The Virus comes equipped with this augment.
[Short-Circuiter]
Scrap: 40, Rarity: 3
When an enemy system is disabled, instead of dealing 1 hull damage, deals hull damage equal to system power. Maximum hull damage of 4.
[Entanglement Field]
Scrap: 60, Rarity: 3
Every time enemy shields take ion damage, deals 1 ion damage to enemy cloaking, hacking, mind control, backup battery, and teleporter. Does nothing if your shields are ionized.
[Fuel Recycler]
Scrap: 30, Rarity: 2
Gain 1 fuel when you jump into an empty beacon.
[Gravitator]
Scrap: 70, Rarity: 4
Affects your ship with Gravity I. Incoming asteroids and missiles are brought into orbit, allowing them to be hit like a drone. Drones deployed on your ship move and function 25% faster.
[Drone Lock-on Targeting]
Scrap: 80, Rarity: 4
Projectiles you fire will hit enemy drones deployed on the enemy ship before hitting the enemy ship.
[Crystal Lattice]
Scrap: 0, Rarity: 0
When you jump into a beacon, all systems are given 1 temporary dummy system point that blocks system damage.
[Overheater]
Scrap: 35, Rarity: 3
When an enemy system takes ion damage, there is a 25% chance of starting a fire in said system.
[Slug Scrap]
Scrap: 60, Rarity: 4
All items are 10% cheaper to purchase from stores.
[Pierce Shot]
Scrap: 50, Rarity: 4
All of your weapons are given shield piercing 1 less than their damage (i.e. a Heavy Laser can pierce 1 shield bubble, Glaive Beam can deal 3 damage through 2 bubbles).
[Mini Wormhole]
Scrap: 0, Rarity: 0
Crew teleport instead of walking.

SYSTEMS:
[Holograms]
Hologram (system): Scrap: 80
Generates and powers holograms.
Level 1: 1 hologram, 10 sec load
Level 2: 2 holograms, 15 sec load
Level 3: 3 holograms, 20 sec load
To activate your holograms, you must wait a few seconds as they load in. Loading time increases as your system is upgraded. All holograms load simultaneously, and load in where they were left before.
Holograms:
Holograms function identically to crew. However, holograms are not considered crew, and thus are not affected by the crew limit. Holograms cannot take nor deal damage. Holograms cannot be stunned, but if the hologram system is ionized, all holograms will be stunned. Enemy crew will attack holograms, and your crew will too.

OTHER:
[Gas]
Gas is a hazard that 1: stuns friendly and enemy crew inside of it 2. obscures vision inside room 3. prevents you interacting with any crew inside room. Gas can only be removed by removing oxygen from said room (5 seconds). Gas spreads in a fashion similar to fire, but on an room wide basis, instead of a tile based one. Gas takes 3 seconds to fully fill a room, giving time for your crew to escape. When opening airlocks in a nebula, gas will fill the affected rooms but eventually dissipate as the oxygen level drops.
[Gravity]
Slows movement, repair, and combat speed of crew, friendly and enemy, in the affected area. Unless specified otherwise, affects entire ship.
Gravity I: -10% crew speed
Gravity II: -25% crew speed
Gravity III: Halved crew speed.
[Barter Shops]
Instead of using scrap, these shops require you to use fuel, missiles, drone parts, or hull to buy items, systems, crew, or system upgrades. You cannot buy resources or repair at barter shops. Items sold are sorted by resource type instead of item type. (ex. a Glaive Beam would cost 95/10, 9.5, 10 hull, whereas Long Ranged Scanners would cost 6 fuel.)
Fuel = 5 scrap. Items include augments and weapons. Item value is always 50 or under.
Missiles = 8 scrap. Items include augments, missile weapons, and system upgrades. Item value is 80 or under.
Drone Parts = 8 scrap. Items include augments, drones, and system upgrades. Item value is 80 or under.
Combination: Items include augments, weapons, drones, and crew. Item value is 40 or over.
Hull = 10 scrap. Items include system upgrades, systems, weapons, and drones. Item value is 80 or over.
Last edited by salandit on Sat Jan 28, 2017 11:56 pm, edited 14 times in total.
User avatar
mr_easy_money
Posts: 625
Joined: Fri May 29, 2015 9:05 pm

Re: FTL Ideas

Postby mr_easy_money » Thu Jan 19, 2017 6:25 pm

First of all, these are some pretty cool ideas.
with regards to the following, these ones I've picked are probably possible under the current limits of modding. look, I know you're proposing cool ideas for a sequel (and also, as we know, subset has no plans for a sequel, but that doesn't rule out spiritual successors ;) )
salandit wrote:[Mining Beam]: Mark I: 2 power, 45 scrap, 14 sec
2 damage per room. Length of 5. Beam moves at 0.8 room/36 px per second.

pretty sure this is possible. see scythe and flail beam from CE
[Focus Beam]: Mark I: 2 power, 45 scrap, 14 sec
1 damage per room. Length of 0 (1px). Lasts for 6 seconds, hits once per second.

there is something like this in CE, but it sounds like you're proposing a beam that hits 6 times, once per second, which sounds overpowered when shields are down.
[Ion Beam]: Mark I: 2 power, 40 scrap, 12 sec. Mark 2: 3 power, 60 scrap, 16 sec
Mark I: 1 ion damage per room. Length of 2.5. Deals no hull damage, cannot bypass shields.
Mark II: 2 ion damage per room. Length of 2.5. Deals no hull damage, cannot bypass shields.

thing about this is that you'd need to make a special case for ion with regards to beams. otherwise possible as a focus beam.
[Ion Missile]: Mark I: 2 power, 35 scrap, 12 sec. Mark II: 2 power, 70 scrap, 12 sec
Mark I: Deals 2 ion damage and stuns enemy crew.
Mark II: Deals 3 ion damage and stuns enemy crew.

this is possible, though it hasn't been specified if they can get through shields
DRONES:
[Missile Drone]: Mark I: Power: 1, Scrap: 40. Mark II: Power: 2, Scrap: 60
Mark I: Deployed on the enemy ship. Fires 1 missile every 12 seconds. Consumes missiles.
Mark II: Deployed on the enemy ship. Fires 1 missile every 6 seconds. Consumes missiles. Explosive Replicator applies to both Mark I and II.

possible to have slow missile drones. once again there is an example of this in CE, and it also looks like it was originally planned for the official game, but probably due to balance issues never made it. those ones don't consume missiles, but I think that's only because the missile cost has been specified as 0.
AUGMENTS:
[Fuel Recycler]: Scrap: 30, Rarity: 2
Gain 1 fuel when you jump into an empty beacon.

There is something like this in CE, which creates fuel at empty beacons from spent cells. one could do a similar thing with this, 1 fuel per empty beacon, making the only option gaining 1 fuel.
OTHER:
[Barter Shops]
Instead of using scrap, these shops require you to use fuel, missiles, drone parts, or hull to buy items, systems, crew, or system upgrades. You cannot buy resources or repair at barter shops. Items sold are sorted by resource type instead of item type. (ex. a Glaive Beam would cost 95/10, 9.5, 10 hull, whereas Long Ranged Scanners would cost 6 fuel.)
Fuel = 5 scrap. Items include augments and weapons. Item value is always 50 or under.
Missiles = 8 scrap. Items include augments, missile weapons, and system upgrades. Item value is 80 or under.
Drone Parts = 8 scrap. Items include augments, drones, and system upgrades. Item value is 80 or under.
Combination: Items include augments, weapons, drones, and crew. Item value is 40 or over.
Hull = 10 scrap. Items include system upgrades, systems, weapons, and drones. Item value is 80 or over.

now this is probably something you actually do. there isn't any fancy GUI like at a regular store, but through menus you can probably get this to work. the ship customizer by sul is a good example of this. you can loop menus at the end of a ship encounter* and have dialogue relating to this. I'm assuming the resource to scrap ratios are the barter values.

*I just had an idea for this. sul originally made it so you had to wait (as it would kill a crewmember on an oxygenless ship, but would take time) but then they changed it to instantaneous menu by changing the emergency respirators' value. what I think is that the time would be there on purpose, because in a barter store it takes "time" to set up and get ready and stuff unlike a regular store where circumstances are different.

just want to conclude I especially like the gravity and gas environment ideas, with gas coming in from nebulae.
salandit
Posts: 9
Joined: Wed Jan 18, 2017 11:07 pm

Re: FTL Ideas

Postby salandit » Thu Jan 19, 2017 6:39 pm

Oh, these ideas are more akin to another content patch like AE was, not an entirely new game. The closest that would come to a new come is the Rebel FTL, which has an entirely different (and in my opinion better) play style than FTL does. Most of these are just ideas, if anyone wanted to implement that would be awesome, but I just wanted to get my ideas out there because FTL just has so many cool mechanics and there are a bunch of different ways they could be utilized.

there is something like this in CE, but it sounds like you're proposing a beam that hits 6 times, once per second, which sounds overpowered when shields are down.


Yeah, 6 seconds might be a bit too long, perhaps 3 seconds at the most. The idea is that the beam hits for a long amount of time, but that it stops once shields come back online. But if you wanted to, you could just target shields and have a field day.