Are you, in fact, a pregnant lady who lives in the apartment next door to Superdeath's parents? - Commodore

Create an account  

 
FTL - Faster Than Light

I'm immensely amused at how almost everyone picked the same route (roughly)
MP
Pitboss Demo - Darrell's Tropical Trolls
PBEM45G - Sareln
Reply

Great minds think alike...

Would have played last night but wife (hopefully temporarily) took custody of my PC to save it from being overworked and why not play with her instead.

About final sector, I'll suggest playing 6 & 7 in one go, without switching saves - since it doesn't really matter what last sector map is. Who makes the final tweaks & defeats the rebel scum with the greatest 'eleganz'.

Maybe even 5, 6 & 7...
Reply

(March 13th, 2013, 04:12)Molach Wrote: wife (hopefully temporarily) took custody of my PC

This can be misconstrued...
I have to run.
Reply

lol
Reply

Been out of town for break. Will have mine loaded later today - although nothing impressive to report. :P
On average, everybody thinks they are above average.
Reply

(March 13th, 2013, 04:12)Molach Wrote: ... and why not play with her instead.

Ooh, you naughty boy!
Travelling on a mote of dust, suspended in a sunbeam.
Reply

Sector 4

Ok, so we start off with one of my favorite layouts in terms of ship setup. I do enjoy having the multiple blast laser setup. This should be more than enough to take out most weapons in a single volley for this sector.

In addition, we have a solid crew for assaults if we have the opportunity.

There look to be multiple different ways to attack this map, so it will be interesting to see what people do here.

I believe I will take the yellow route (or as much of it as I can possibly get).

[Image: 20-sector4map.jpg]

Star 1 - Selling drones. Ignore, move on.

Star 2 - We find the Mantis pirate. Unfortunately, we don't have teleporters to meet him in person. As it is, we'll just need to attack and kill him.

[Image: 21-star2.jpg]

I repel invaders, but unable to hit anything on the enemy ship. They hit weapons repeatedly with missiles, and the engines, and oxygen. Manage to finally knock down weapons, and finish him off. Ended up taking 5 damage though. Great mystery unresolved. Too bad. I still need that ship.

Star 3 - Right into an asteroid field with a 3 shield auto scout. Sweet! Not. Giant missile pegs our shields and we take a few asteroid hits before we're able to get shields back up and take out the scout weapons. Took 3 damage here.

Star 4 - Distress. Pirates caught in rocks. Go ahead and try to help. Could go either way. The pull free and we get rewarded!

Star 5 - Store. Well, good news and bad news here. Good news is that I can get my ship repaired. Bad news. That's about all I can do here. I assume I'll get stealth eventually, but we're not quite there yet. None of the others offer a real incentive right now.

[Image: 22-storestar5.jpg]

I fix 7 hull. I like to leave a little unfixed for when I run into encounters that fix for free leaving me with 173 scrap left. I go ahead and upgrade to shield lvl 3.

Star 6 - Nothing. Move on.

Star 7 - Sun encounter. Boarders on the ship! Not overly worried. My two rocks engage the two humans and we jump before the solar flare....

Star 8 - .... and right into the asteroid field. First volley ended up destroying the drones weapons, and we took care of the boarders as well. Easy enough.

Star 9 - Scout with stealth and missiles. Charging engines as well. Great! I manage to escape before he does. He was doing more damage than I was inflicting. I wasn't inflicting any. He was inflicting quite a bit. In fact, the jump was accepting the fact that I was beat. Icky star. I'm assuming he doesn't warn the fleet that way?

Star 10 - Exit. Two more jumps would push me to fighting the rebels. I really don't like not having missiles protection, so not going to risk it here. Pushing to next sector.

I'm assuming what will make the difference this sector will be what people found during the shop run. Anyone who gets a teleporter here will likely be the one to use next sector.


And end of sector stats:

Scrap: 98
Hull: 19 (11 damage)
Fuel: 22
Missiles: 20
Drone schematics: 4

Number of crew & race: 2 humans, 1 zoltan, 1 mantis, 2 rocks
Crew skills: Pilot gold, engine gold, weapons 2/3 gold, shield 2/3 green

Upgrades:
-shields: 6
-engines: 4
-oxygen: 1
-weapons: 4
-medbay: 1
-piloting: 1
-sensors: 1
-doors: 2
Reactor: 11 bars
Weapons: Burst Laser II, Burst Laser I, Artemis.
Drones: N/A
Augmentations: Scrap Recovery Arm

On average, everybody thinks they are above average.
Reply

Time to see if there are any more bugs in the game.
[Image: sector4actual.png]
A. Empty.

B. Pirate crushed in asteroid field. I kill & loot, they are criminals and rebel sympathizers anyway.
[Image: s4b1.png]
+2 missiles and +33 scrap.

C. Shop. Buy crew teleporter.
[Image: s4c.png]

I have some choices now on how to proceed…save for 3 shields, save for another weapon upgrade (for missile and possibly future weapons) or just buy a power bar for quick teleporter. Decide to save up for now.

D. Boarders. 4 mantis. Kill ‘em all without taking any damage by carefully rotating crew in/out of fight.

E. Sun + Boarders.
[Image: s4e.png]

2 humans. Again kill ‘em for no damage, one fire burst in leftmost room by doors was easily dealt with.

F. Automated scout in asteroid field. His ion bomb misses twice, then his weapons are shut off.
[Image: s4fb.png]

+1 missile and +29 scrap

G. Another rebel auto-scout.
[Image: s4g.png]
He powers up his engines to warn rebel fleet, and is on top of everything cloaked. Ouch. Need both cloak and pilot/engines taken out, possibly before hitting his weapons. And teleport is a no-go due to no O2 on board and cloak (rocks might have made it with a level 1 teleporter, but deemed too risky - if he jumps away or suffocates my boarders I’m in pretty shitty condition)
[Image: s4g2.png]

The result: Couldn’t take out cloaking device, so he managed to re-cloak before I could fire 2nd time. And while cloaked he escaped. Meanwhile his missile took out first O2 and then half my shields, and then beam hit doors and medbay. Bad call before jumping, should have upgraded weapon systems and used my missile, very different result then. Do so now.

H. And put it to use. Aid a civvy ship, and fight a 3-shield mantis.
[Image: s4h.png]

No worry, kill weapons before he can shoot. A hostile boarder comes aboard to die. Big mistake, Indy. Will try to capture this ship, so target medbay next. Only a lone engi aboard, trying to fix weapons. Nowhere to run, nowhere to hide. Game over, man. Game over. I send my rocks to this ship because Bug was still healing after the repel-boarders action.
[Image: s4h2.png]

+3 fuel and +48 scrap
And civvy ship is still around to thank us.
+1 missile and +34 scrap

I. Another mantis ship bugging a civilian.
[Image: s4i.png]

I fire at weapons and their teleporter, damage both. All the while I repel 2 enemy mantis boarders aboard my ship. They manage to teleport home, barely, but I fire lasers at their teleport-room just as they beam off. Perhaps I killed em. I then keep weapons off, and after healing my troops I invade. Find one severely wounded mantis in weapon room, and one hurt engi wanders in. Both die quick.


+3 fuel and +47 scrap.
Civilians are sadly dead, so in honor of their memories I say a prayer, fire off a 5-gun salute and loot the heck out of their ship.
+2 missiles and +21 scrap.

Got 181 scrap now, so time to upgrade shields. Buy 2 shield upgrades along with 2 power bars and level 2 sensors. Even remember to beam back my crew before jumping on.
[Image: s4i2.png]
J. Exit beacon. Find some free stuff lying around, +1 fuel +1 missile and +26 scrap.
Realms Beyond is currently using this configuration:
Scrap: 49
Hull: 23 (7 damage)
Fuel: 21
Missiles: 19
Drone schematics: 8

Number of crew & race: 2 humans, zoltan, mantis and 2 Rocks
Crew skills: Human pilot & engineer fully trained. Weapon zoltan level 1, three quarters on the way to fully trained. Shield rock almost ready to level 1. Breckon the Mantis Murderer has 4/8 kills, Chriz the Rock Raider is still 1/8. (Weapon-Zoltan for some reason has 2 kills, pilot 2, engineer 2, and the shield-op has 4 kills. Damn kill-stealers)

Upgrades:
-shields: 6
-engines: 4
-oxygen: 1
-weapons: 5
-medbay: 1
-piloting: 1
-sensors: 2
-doors: 2
Reactor: 14 (15 with Zoltan charge)
Weapons: Burst Laser II, Burst Laser I, Artemis.
Drones: Current N/A
Augmentations: Scrap recovery arm.
Brackard - sure about your end-of-sector-stats? Reactor seems a bit low...


Attached Files
.zip   Molach sector 4 finished.zip (Size: 1.06 KB / Downloads: 1)
Reply

Molach Wrote:Even remember to beam back my crew before jumping on.

lol

It must be a pleasure serving on your ship!
Reply

(March 13th, 2013, 16:08)Brackard Wrote: I'm assuming what will make the difference this sector will be what people found during the shop run. Anyone who gets a teleporter here will likely be the one to use next sector.
Yup, seems so. You started out better with more scrap, but me getting teleporter meant I could clean out those two juicy ships for extra scrap and more upgrades in the end.
I think if someone went your route and got a decent shop result that will beat my save handily.
Reply



Forum Jump: