And done.
Spoilered - do not read till you've either had a go or can't be bothered or don't own the game.
Spoilered - do not read till you've either had a go or can't be bothered or don't own the game.
Okay I’m off.
I plan to do this - use the nebula to grab some more nodes, then skirt back to the shop.
![[Image: ftlplan.png]](http://img803.imageshack.us/img803/4820/ftlplan.png)
Seems I did this:
![[Image: ftlactual.png]](http://img833.imageshack.us/img833/1269/ftlactual.png)
A: Star! Solar flares will set my ship on fire. Need to kill a pirate too. Charge up the artemis, lose power in medbay. And a beam drone, missile and beam weapon on enemy. This might be the shortest offensive of all time….
I aim at his weapons for now with both my weapons. And I win, he misses my shield with his laser, missile hits medbay while I kill his weapons. Solar flare just starts a fire next to a door, and my next volley forces a surrender. I take it, as it gives me 8 missiles 2 fuel, but only 7 scrap. Jump to next sector before next flare, even if medbay still somewhat damaged.
B: Trading post. I take the trade, 8 fuel for 3 missiles.
C: (I deviate from my map, nebula are good). Intruders. Some kill exp, but take 1 point of damage.
D: Ion storm search ships something, I take the risky option, get defense drone I and 17 scrap. Upgrade time: Engines. More dodge is good. However it backfires, I don't think I dodged anything after this. 25% chance my a$$.
E: Again ion storm, so low power. Kill an automated scout for 3 fuel and 14 scrap. Buy a power bar. Take 3 more damage.
F: Deviate again, wasn't sure I'd even make the shop in time. Kill a scout for 1 missile and 17 scrap. Got a hit which set O2 on fire, almost lost a crew to low O2 while repairing.
G: Still ahead of the fleet, so I go for the store. Have the drone to sell…not enough scrap to gain a new crew member, nor a good weapon, so I just sell and buy 2 shields. Have to cut engines/O2/artemis to use it, but well worth it. Considering selling artemis as well, but guess that can wait. Or to put it correctly, I considered selling artemis only AFTER I bought the shields. However think it was the right thing anyway, I plan to (ab)use my missiles first sector then switch to energy weapons later on.
H: (Distress): I give a ship 2 fuel. 19 scrap back. Buy a power bar.
I: Decide to take the long jump so I have more options where to go. Nothing here though.
J: Aid a civilian, kill pirate for 2 missiles and 14 scrap. Civvies donate 3 fuel and 8 scrap. Well, their dead hull did.
K: Defeat a pirate, but again take damage. O2 room offline after I used its power to keep shields &engienes&missile up. 8 scrap (surrender, more fuel and missiles). I see a distress beacon, but if I go there I’ll have to fight a generic rebel scout to get to the exit. No go. Probably alien spiders.
L: 11 scrap kill. Again a lucky hit to O2 room. My people are getting very good at low-O2 breathing. Wait a bit for O2 to replenish (should actually do this auto when in a nonhostile system, just boring to wait for.
M: Sector end. Intervene against automated scout to save outpost. 10 scrap kill. Missile damage. Saved outpost for 18 scrap and fuel. Good reserve of fuel, at least and a lot of scrap. Many possibilities to costumize craft, and perhaps a shop next door next sector too. Choice is rebel sector and zoltan, and I go for zoltan.
Sector:2. Zoltan.
![[Image: sector2.png]](http://img4.imageshack.us/img4/6184/sector2.png)
Scrap: 76
Hull: 19 (11 damage)
Fuel: 26
Missiles: 8
Drone schematics: 8
Number of crew & race: 3 humans
Crew skills: Weaps halfway to skill, engi and pilot dodged a grand total of 2 hits.
Upgrades:
-shields: 4
-engines: 3
-oxygen: 1
-weapons: 3
-medbay: 1
-piloting: 1
-sensors: 1
-doors: 1
Reactor: 10 bars
Weapons: Burst Laster II, Artemis.
Drones: Current N/A
Augmentations: None
I plan to do this - use the nebula to grab some more nodes, then skirt back to the shop.
![[Image: ftlplan.png]](http://img803.imageshack.us/img803/4820/ftlplan.png)
Seems I did this:
![[Image: ftlactual.png]](http://img833.imageshack.us/img833/1269/ftlactual.png)
A: Star! Solar flares will set my ship on fire. Need to kill a pirate too. Charge up the artemis, lose power in medbay. And a beam drone, missile and beam weapon on enemy. This might be the shortest offensive of all time….
I aim at his weapons for now with both my weapons. And I win, he misses my shield with his laser, missile hits medbay while I kill his weapons. Solar flare just starts a fire next to a door, and my next volley forces a surrender. I take it, as it gives me 8 missiles 2 fuel, but only 7 scrap. Jump to next sector before next flare, even if medbay still somewhat damaged.
B: Trading post. I take the trade, 8 fuel for 3 missiles.
C: (I deviate from my map, nebula are good). Intruders. Some kill exp, but take 1 point of damage.
D: Ion storm search ships something, I take the risky option, get defense drone I and 17 scrap. Upgrade time: Engines. More dodge is good. However it backfires, I don't think I dodged anything after this. 25% chance my a$$.
E: Again ion storm, so low power. Kill an automated scout for 3 fuel and 14 scrap. Buy a power bar. Take 3 more damage.
F: Deviate again, wasn't sure I'd even make the shop in time. Kill a scout for 1 missile and 17 scrap. Got a hit which set O2 on fire, almost lost a crew to low O2 while repairing.
G: Still ahead of the fleet, so I go for the store. Have the drone to sell…not enough scrap to gain a new crew member, nor a good weapon, so I just sell and buy 2 shields. Have to cut engines/O2/artemis to use it, but well worth it. Considering selling artemis as well, but guess that can wait. Or to put it correctly, I considered selling artemis only AFTER I bought the shields. However think it was the right thing anyway, I plan to (ab)use my missiles first sector then switch to energy weapons later on.
H: (Distress): I give a ship 2 fuel. 19 scrap back. Buy a power bar.
I: Decide to take the long jump so I have more options where to go. Nothing here though.
J: Aid a civilian, kill pirate for 2 missiles and 14 scrap. Civvies donate 3 fuel and 8 scrap. Well, their dead hull did.
K: Defeat a pirate, but again take damage. O2 room offline after I used its power to keep shields &engienes&missile up. 8 scrap (surrender, more fuel and missiles). I see a distress beacon, but if I go there I’ll have to fight a generic rebel scout to get to the exit. No go. Probably alien spiders.
L: 11 scrap kill. Again a lucky hit to O2 room. My people are getting very good at low-O2 breathing. Wait a bit for O2 to replenish (should actually do this auto when in a nonhostile system, just boring to wait for.
M: Sector end. Intervene against automated scout to save outpost. 10 scrap kill. Missile damage. Saved outpost for 18 scrap and fuel. Good reserve of fuel, at least and a lot of scrap. Many possibilities to costumize craft, and perhaps a shop next door next sector too. Choice is rebel sector and zoltan, and I go for zoltan.
Sector:2. Zoltan.
![[Image: sector2.png]](http://img4.imageshack.us/img4/6184/sector2.png)
Scrap: 76
Hull: 19 (11 damage)
Fuel: 26
Missiles: 8
Drone schematics: 8
Number of crew & race: 3 humans
Crew skills: Weaps halfway to skill, engi and pilot dodged a grand total of 2 hits.
Upgrades:
-shields: 4
-engines: 3
-oxygen: 1
-weapons: 3
-medbay: 1
-piloting: 1
-sensors: 1
-doors: 1
Reactor: 10 bars
Weapons: Burst Laster II, Artemis.
Drones: Current N/A
Augmentations: None