Something like shortening it to three sectors, but giving players a bunch of starting scrap and access to a Super-shop at the beginning of the run with lots of options to build your ship. It’d be super hectic to try to control all of them at once, but it could be really cool.Įdit: Another option could be to minimize RNG by giving the players more agency in their ship build and less time before meeting the other player. Maybe a way to do that would be to remove crew skill at different tasks, and replace it with a way for the player to increase dodge/weapon reload/shield recharge. And after playing for an hour, an outcome decided largely by a series of dice rolls will be unsatisfying, I think.Īll that said, if there was a way to increase the impact of skill on the outcome over RNG, then it could be awesome. The end result is that the potential difference in ship outfits because of RNG is going to have a much bigger impact than player skill. There aren’t all that many options or strategies available to a player at any given moment, so given two players of similar skill, there is only a little room to outplay the other person. The fact is that micromanaging your ship’s systems doesn’t have as much of an impact when both players are doing it. The biggest problem in a head to head mode is that RNG would likely determine the victor way more often than skill would. Smith used the term 'ultrawave' in his Lensman series, for waves which propagated through a sub-ether and could be used for weapons, communications, and other applications. Point is, it’s fun because the odds are stacked against you, but with a little luck, and enough skill, you just might pull it off. The terms 'ultrawave' and 'hyperwave' have been used by several authors, often interchangeably, to denote faster-than-light communications. Ships have a very straightforward AI, so a reasonably skilled player can manipulate that to their advantage. Once you’re in combat, you immediately know what systems on the enemy ship pose the biggest threat so you can target them. This is still one of the finest games to be released in. Many events have set outcomes based on what outfits/crew you have. FTL: Faster Than Light was an outstanding game all the way back in 2012, and the Advanced Edition content doesn’t screw that up at all. Part of what makes this work is that once you have information, it is very predictable. As you get better, you learn how to perform well even when RNG isn’t in your favor. RNG is a major factor, which is why Long Range Scanners are one of the best augments: because it provides knowledge to mitigate some of that RNG. FTL is all about risk management and making the best of a bad situation. I think in order for PvP to be viable in FTL, it would have to be very different than its current form.
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