FTL Captains Edition: Call for Events/Textlists

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stylesrj
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Re: FTL Captains Edition: Call for Events/Textlists

Postby stylesrj » Thu Jun 04, 2015 12:29 am

I like those events MedicShy... although nitpicking!

MedicShy wrote:2a. You shoot the ship, "What are you doing?!" the Zoltan says, "Power up the Shields!" (Initiates Combat) (The ship is weak, it only has 5 Hull Points, it will immediately start powering it's FTL drive)


This should also count as a piracy action and with the consequences

2b. "They're good enough," About an hour passes and you finally get another answer, "Thank you for your assistance." They give you a moderate cache of Scrap and warp away. (REWARD: Moderate Scrap, Federation Fleet Doubled For 1 Jump) (Federation Doubled is because of time passage)


You mean Rebel Fleet. The Federation are who we're trying to save.
Also, I wouldn't mention "An hour passes" as an excuse for the Rebel Fleet's advancement. Time between jumps is vague. Some events say "Several hours pass and you get your reward" with no Rebel Fleet progress made. So "Some time passes and you finally receive an answer" would work better.

2d. "You idiot! Letting IT on our ship!" About 5 minutes pass and you are finally informed of the tragic event,"Your Rockman seemed to have a nice time visiting our airlock." your Rockman crew member is probably floating in space now, no hope to save him. (REWARD: Lose Rock Crew Member)


While hilarious, wut? Blue events should not screw you over like that.
Seriously though... imagine if you're the Captain(s) in this situation.

Captain: I'll send one of my crew over.
Zoltan: Ok fine.
*Crew comes over on shuttle*
Zoltan: That's a Rockman!
Rock: You got a problem? I'm a skilled engineer just like everyone else.
Zoltan: *thinking* He'll ruin everything!
Zoltan: Hey can you go fix that airlock over there.
Rock: Sure!
*Gets spaced*
Zoltan: ... and you see he was a Rockman. So we spaced him! You were idiots for sending him over.
Captain: *facepalming* How about I send over my Mantis? Via teleporter. Into your face. Moron.

It really doesn't make any sense that because you send a Rock over that they are immediately spaced and the Zoltan get away with it. Might I suggest something else, like:

Your Rockman is sent over and it turns out the stranded Zoltan were a crew of unlucky pirates. They wipe the ship clean of the vagrants and you collect the spoils (Standard reward from boarding action).

Sort of like that Slug event with the damaged oxygen except it's a Rock not a Mantis.

Event 2:

A pirate-controlled Federation ship hails you, "We demand the surrender of your goods, order of the Federation." The captain and his crew seem to be attempting trickery, you notice their Shields System is offline, and it seems you can get a clear shot on the ship.


There's already an event similar to this one where some pirate pretends to be Federation and you can attack them.
It sounds like one of those except you can use specific equipment to end the fight.
MedicShy
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Re: FTL Captains Edition: Call for Events/Textlists

Postby MedicShy » Fri Jun 05, 2015 5:35 am

You mean Rebel Fleet.

I messed that up, sorry for the inconvenience, I'm not the best at FLT lore.

It really doesn't make any sense that because you send a Rock over that they are immediately spaced and the Zoltan get away with it. Might I suggest something else,

As I think of this more and more, it doesn't make sense to me either, your change fits nicely into this spot.

There's already an event similar to this one where some pirate pretends to be Federation and you can attack them.

I haven't yet seen this event though... Could be 2 variants maybe, one where you can use equipment and one where you can't...
Or not, who knows what'll be added to this.

Your opinion has been helpful, so good day/night (it really depends) to you.
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stylesrj
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Re: FTL Captains Edition: Call for Events/Textlists

Postby stylesrj » Fri Jun 05, 2015 7:25 am

MedicShy wrote:As I think of this more and more, it doesn't make sense to me either, your change fits nicely into this spot.


Yeah... blue events which kill crew members is something I greatly dislike. Especially after that Quarantine Zone that killed my Rockman after I gave him an adaptive gel suit. Of course if I had a Clone Bay he would have been saved (as opposed to not going protected meaning I'd lose my crew to disease with no chance of revival)
baconpancakes9
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Re: FTL Captains Edition: Call for Events/Textlists

Postby baconpancakes9 » Mon Jun 08, 2015 8:29 pm

EVENT IDEA

you come across a federation fleet covered in what appears to be some sort of purple substance

1a. just wait for the ftl to charge

never trust the color purple...

1b. investigate

1.33.3% you are suddenly hailed by the captain of the fleet. he explains that they flew some immensly dense nebula clouds and some of it stuck to the ships. he offers you some spare scrap
1a. accept
REWARD: med scrap
1b. ask for fuel
"i don't see why not..."
REWARD: 7 fuel
1.c: vin beam: explain that you are of high fed command and request more
"ok but that could take a while, you ok with that?
1.a accept
REWARD: fleet pursuit x2 for one jump, high resources, med scrap and 5 repair
1.b just take the scrap from before
REWARD: med scrap
2.66.6% as you get closer, you discover they are pirates! you must escape quickly.

2.a. pick off one of the solders while your ftl charges
REWARD: fight a fed pirate while a PDS fires on you

2.b fight the flagship
REWARD: fight a extremely powerful pirate while a PDS fires on you
DEFEAT THE FLAGSHIP: when the ship parts clear, all the ships are gone. ah well, more scrap for you.
REWARD: high scrap, rarity 4 weapon and high resources

2.c contact fed command immediately

2. 20% after relaying a signal to multiple stations, you finally get it to a fed one. an old man greets you and says all units are off fighting the fleet
2.a. fight a soldier
REWARD: fight a pirate ship while a PDS hits you

2.b vin beam request permission to overcharge the beam and take out the gunship.
"I don't see why not..."
your beam is stressed to the limit and tears a small gash in your hull as the gunship blows to bits. this will be a little easier, despite the fact its gonna take a month for the puppy to cool down
REWARD: fight a pirate ship with your artillery system disabled and you take 2 hull damage

2. 20% your signal can't reach anything of the federation's military. darn...
REWARD:fight a fed pirate while a PDS fires on you

2.20% just as you finally get the signal to a fed station, the pirates gunships land a shot on you and take out your comms link. crap.
REWARD:fight a fed pirate while a PDS fires on you and 3 hull damage

2.20% the unencrypted signal gets to the fleet. they use it to determine where you are while using it to link a virus into your engines, likely to slow or stop your escape.
REWARD:fight a fed pirate while a PDS fires on you and engine power is limited to two. fleet pursuit is doubled for one jump aswell

2. 20% you are in luck! it reaches a large federation fleet and they should be here in a short while
REWARD: fight a pirate with a PDS firing on you.
IF YOU BEAT IT: the fed fleet reaches you and chases away the pirates and gives you some supplies
REWARD: low scrap, med resources and 5 hull repair.
wow, this is a nice signature...
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stylesrj
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Re: FTL Captains Edition: Call for Events/Textlists

Postby stylesrj » Tue Jun 09, 2015 1:18 am

baconpancakes9 wrote:EVENT IDEA

you come across a federation fleet covered in what appears to be some sort of purple substance


I was expecting some sort of fungus and you'd have to fight Federation ships that have gone mad.

So now, if they turn out to be hostiles...
2.c contact fed command immediately


You see some purple-stained Federation ships and your first action as soon as you're attacked is to go ask for help from Federation Command? Why can't I ask for help in any other events whenever I'm fighting pirate ships using a Federation ship chassis?

When you meet a friendly Federation fleet, if you don't have the rank (Vindicator Beam) you try using your mission codes. You might get through to the War Room and get supplies or you don't and they wish you well with their own mission.

2. 20% after relaying a signal to multiple stations, you finally get it to a fed one. an old man greets you and says all units are off fighting the fleet
2.a. fight a soldier
REWARD: fight a pirate ship while a PDS hits you


So this and the other one saying "You can't get anyone" are essentially the same. So it's a 40% chance of nothing.

2.b vin beam request permission to overcharge the beam and take out the gunship.
"I don't see why not..."
your beam is stressed to the limit and tears a small gash in your hull as the gunship blows to bits. this will be a little easier, despite the fact its gonna take a month for the puppy to cool down
REWARD: fight a pirate ship with your artillery system disabled and you take 2 hull damage


This one makes some sense if you want to get a shot off beforehand (and it should do something rather than just cause damage and do nothing else), although I don't see why you need to contact Command to overcharge your own weapons. I'm pretty sure that's the Captain's prerogative. There is a war going on you know, this isn't Metroid Other M where you need to ask permission to use something that'll save your life.

Captain S. Aran: Prepare to fire the Vindicator on that ship! This may be our last chance after we lost our guns to that missile/fire strike!
Admiral Adam: That Vindicator is really expensive Federation hardware. I am not authorising you to fire it! Any objections lady?
Captain: Seriously? Dude, my ship is about to explode if I don't use it. Expenses won't matter!
Admiral: It'll void the warranty if you fire it! Therefore, you are not permitted to use it. Also, you must not power your engines beyond 3 bars and your shields must remain at one layer. Good systems don't grow on trees after all.
Captain: ...
Admiral: Hey don't look at me like that lady. You're not the one who has to sort out the budget after this war's over.

2.20% the unencrypted signal gets to the fleet. they use it to determine where you are while using it to link a virus into your engines, likely to slow or stop your escape.
REWARD:fight a fed pirate while a PDS fires on you and engine power is limited to two. fleet pursuit is doubled for one jump aswell


Even if you have a hacking suite designed to stop that sort of thing? Then again this would complicate an already complicated event stack.
Pudgesicle
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Re: FTL Captains Edition: Call for Events/Textlists

Postby Pudgesicle » Fri Jun 26, 2015 6:48 am

Not sure where else to post this.

When I was firebombing some poor Zoltans, I realized there is a brief time after the bomb is teleported into the ship, but before it explodes, where you can momentarily see inside the ship room. I also noticed that some heavy bomb weapons that you've modded into the game have a much longer priming time (so you can see inside the room longer). So I thought of a 'bomb' whose only purpose is to stay inside the room for as long as possible (unexploded) so that you could see inside that room. Think of it like teleporting a video camera into the room so you will know what you're going up against or if the room is on fire or breached. Another use is being able to see enemy crew (without sensors) so that you could mind control them (lanius B). With this weapon you'll be able to see inside ships without slugs or sensors, and in nebulas! Also, if the weapon shot multiple bombs and in different rooms (like the flak area of effect) then the selected room and all the rooms around it would be visible for the time period.

Another weapon idea is shielded missiles. What it would be is a launcher that shoots missiles with shields that would block a single defense drone shot. I'm not sure if this is possible coding wise (or if it would be an absolute bitch) but if there were a missile weapon that shot multiple projectiles (Pegasus comes to mind) of different damage values. The first missile (the shield) would do no damage but would be destroyed first to protect the second missile (the actual missile part that does damage). This also seems kinda redundant (since there are already stealth missiles in the game) and possibly for aesthetic purposes only, but it would be pretty neat.

Also, is there any way to show my support other that patreon?

thanks for the wonderful mod :3
Got 99 problems but a breach ain't one.
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stylesrj
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Re: FTL Captains Edition: Call for Events/Textlists

Postby stylesrj » Fri Jun 26, 2015 7:24 am

I think there's a recon drone that does what you say with the seeing inside of rooms thing. I haven't used it myself, because I don't like Drones very much and I'd rather spend my Scrap on other useful things.
Also, if you can't see what's on the enemy ship (for mind control purposes on the Lanius B for example) you can always send your crew onboard and mind control the crew once they come to attack your Lanius.

As for the missiles, unfortunately you can't assign the same launcher with different values. But you can make a decoy launcher and a regular launcher but that's two weapons.
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NarnKar
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Re: FTL Captains Edition: Call for Events/Textlists

Postby NarnKar » Sun Jun 28, 2015 5:11 pm

stylesrj wrote:I think there's a recon drone that does what you say with the seeing inside of rooms thing


The reconnaissance system uses dummy bombs with long fuse times to get vision of enemy rooms, and IIRC drones can't use bombs. The recon drones on enemy auto-scouts are there for decoration.
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Sleeper Service
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Re: FTL Captains Edition: Call for Events/Textlists

Postby Sleeper Service » Sun Jun 28, 2015 5:43 pm

Recon drones don't do anything when enemies use them, however they work as intended for the players. Drones can have bombs, they just never detonate. So they work good enough for the recon concept. You can get them at the CE nebula weapons trader exclusively, as "special tech". But yeah, their usefulness is pretty limited.
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NarnKar
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Re: FTL Captains Edition: Call for Events/Textlists

Postby NarnKar » Mon Jun 29, 2015 12:51 am

Ohhh, I see. Thanks for clarifying!