Author Topic: FTL (firefly sim)  (Read 2854 times)

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Offline Lordark

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Re: FTL (firefly sim)
« Reply #15 on: September 26, 2012, 03:51:12 am »
0
Yeah I think it could make a really good iPad game.

I can't stop visiting those six legged creature planet deathtraps!  It's a great game though.  The original Colonization used to be my goto game for passing time at the airport but this one's going to replace it.


WTF DEATH TRAPS?  :shock:  I always pet them and leave  :rolleyes:
Never forget the day Dragons came to Calradia
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Offline Malaclypse

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Re: FTL (firefly sim)
« Reply #16 on: February 06, 2013, 04:50:46 am »
0
Bump. Finally got around to playing this and after many failed attempts (and unlocking all but 4 layouts) I've finally beaten the damn game on easy. Pretty fun, very addicting, sad that I've almost "finished" (really wish there were some sort of unlimited/play-till-you-die mode).
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Offline okiN

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Re: FTL (firefly sim)
« Reply #17 on: November 12, 2013, 12:12:13 am »
+4
Here's some happy news for everyone who enjoyed this game.

http://www.ftlgame.com/?p=598
Don't.

Offline Clockworkkiller

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Re: FTL (firefly sim)
« Reply #18 on: November 12, 2013, 03:12:57 am »
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Chris avellone is helping them?

Oh my.....
You are a horrible human being clockwork.

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Offline chadz

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Re: FTL (firefly sim)
« Reply #19 on: November 12, 2013, 03:22:06 am »
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Good news indeed

Offline Polobow

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Re: FTL (firefly sim)
« Reply #20 on: November 12, 2013, 11:07:01 am »
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For those looking for more content, check out the Captains Edition: http://www.ftlgame.com/forum/viewtopic.php?f=11&t=15663

It adds new weapons, drones, events, sectors, augmentations, enemy ships, and a trading system. Lots of fun (and death).

Offline Kafein

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Re: FTL (firefly sim)
« Reply #21 on: November 12, 2013, 01:10:33 pm »
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I think the game's "story" could be better. I like random events but sometimes I wish the rewards were less connected to the events. In other words, I would prefer the game if it was not only random when you arrive on a beacon (which event happens ?) but also after you completed it (what is the reward/punishment ?). A larger possible gap between effort and reward would increase replayability in the same way it is done in say, Banning of Isaac, because of the "I will get better items next time" effect.

Offline Banok

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Re: FTL (firefly sim)
« Reply #22 on: November 12, 2013, 08:41:14 pm »
+2
sweet, I want to see someone take the concept but translate it into a sandbox instead of a game that has a start and end.

Offline SixThumbs

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Re: FTL (firefly sim)
« Reply #23 on: November 13, 2013, 02:17:58 am »
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I sunk about 20 hours into the game but I couldn't put anymore after steam's cloud corrupted my save and I lost all of my ships. 20 hours and I had about four ships and a couple variants. I might start playing a again after the update but that was pretty heartbreaking.
And how!

Offline okiN

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Re: FTL (firefly sim)
« Reply #24 on: November 13, 2013, 12:40:14 pm »
+2
That sounds pretty terrible, especially since a lot of the ships/variants have such unfair conditions to unlock anyway.

In your situation, I'd recommend this: http://sourceforge.net/projects/ftleditor/
Don't.

Offline SixThumbs

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Re: FTL (firefly sim)
« Reply #25 on: November 13, 2013, 03:41:01 pm »
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Thanks, I'll look into using it. I had the easiest ones to unlock I think but I didn't even really get to play any of them, it was just a bit disheartening because it is random events that unlocks most everything and it's a dice roll of whether you actually end up outfitted enough to win in the last sector (which happened once). I played again yesterday for a little while but ended up getting shat on because every ship I came across had a missile weapon that liked to breach and destroy my O2 room, on top of some in storms and asteroid fields.
And how!