Gameplay bug? - unresolvable situation

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ARTRED
Posts: 2
Joined: Tue Sep 18, 2012 11:41 pm

Re: Gameplay bug? - unresolvable situation

Postby ARTRED » Wed Sep 19, 2012 8:40 am

Add a "emergency flee" button is not a bad idea.

And btw you can save & quit only, so bug like this are pretty annoyng
grayfragments
Posts: 3
Joined: Wed Sep 19, 2012 10:23 am

Re: Gameplay bug? - unresolvable situation

Postby grayfragments » Wed Sep 19, 2012 10:30 am

Reasonable solution for 'out of fuel/draw' situation is when your ftl engine is charged you can actually 'exit the battle' instead 'jump to another location'. this is hard to explain in terms of story, but will fix this particular situation.
Icehawk78
Posts: 230
Joined: Tue Sep 18, 2012 4:55 pm

Re: Gameplay bug? - unresolvable situation

Postby Icehawk78 » Wed Sep 19, 2012 11:50 am

grayfragments wrote:Reasonable solution for 'out of fuel/draw' situation is when your ftl engine is charged you can actually 'exit the battle' instead 'jump to another location'. this is hard to explain in terms of story, but will fix this particular situation.

Doesn't really make sense in the situation where you're out of fuel but not in a stalemate, though - you shouldn't be able to run away without fuel, since, y'know, no fuel.
nfiea
Posts: 35
Joined: Thu Sep 20, 2012 3:42 pm

Re: Gameplay bug? - unresolvable situation

Postby nfiea » Thu Sep 20, 2012 4:35 pm

Vaansinn wrote:I think that might actually intended and can happen in other scenarios as well. Just imagine having your o2 generator destroyed and you ran out of oxygen and the only place where you crew would survive is in the med bay. In that scenario your crew would die leaving the med bay to fix the o2 generator but you can't jump because they would die in the cockpit too. Only option left is the restart.

Here is the main difference

what heppened to you was you losing; not a stalemate. Even out of battle your crew would all die; that means that you lost.

Now, unlike what you did; the OP didn't lose. If he wasn't in that battle everything would be fine until he found a ship with strong enough weapons to hurt him.


As to how to fix this?
I would make the enemey prepare to jump like the rebel ones do if both ships hulls haven't taken damge for 10 minutes.

if no one is taking damage for 10 minutes the battle isn't going to end.
this wouldn't be that hard to add