FTL: Faster Than Light is a Roguelikelike by Subspace games.
This is the first videogame that I backed on kickstarter and
subsequently received. As a result I actually received it two weeks before
release and thus it is also the first game I finished prior to its official
release.
In FTL you control a ship from the remains of the
Federation, fleeing from the Rebellion trying to reach the last Federation
fleet and provide it with vital information that may change the tide of the
war.
This isn't a dogfighting space sim, you don’t control the
combat manoeuvres of your ship, instead you control the movement of your crew,
the flow of power between subsystems, where weapons are targeted and most
importantly opening and closing of doors.
This makes FTL a game where retreating to the medbay and opening
most of the ship to vacuum is a viable and useful strategy, helping to combat
both boarding parties and fires. A game where a good long term strategy can be
to target an enemy ship's life support and watch its crew suffocate, because if you can capture a ship intact
you get better loot.
The game has two main components, exploration and combat. In
each of the 8 sectors you visit, there is a star map with a series of beacons,
your ship has a maximum range and the aim is to get to the exit, but not really
to get there as quickly as possible. You need to gather supplies and resources,
which means trying to visit as many of those beacons as possible whilst still
avoiding the rebel fleet that is always a few jumps behind. At each beacon
there is a chance of a ship (and most likely a fight), or an event.
Events can range drastically from quests, to bomb defusing
to finding a crashed ship on a nearby planet. This is probably where most of
the complaints of randomness come from. It is impossible to know just what
event will occur at any beacon, and some of these events have no right answer.
Literally red wire or blue wire, either has a 50% chance of being the right
wire to cut. Much of the time you can choose not to participate and thus to get
no reward either way, but that too is not a winning move.
The solution to this problem is about knowing how secure
your current situation and basically trying to risk only when appropriate.
Avoid situations dealing with events where you might lose crew members if you
only have a few, avoid encounters with asteroids if you are on low hull etc.
The other mitigating factor is that the game features blue options, ones that
only appear if you have the prerequisite equipment or crew member on board.
Blue options are never actually bad, at worst they bypass the encounter, at
best they give better results than the standard options. In my experience they
does a pretty good job at encouraging crew and system diversity.
In general you get to be a good guy, sometimes you can choose to be pretty evil |
Combat is where you will spend most of your time in FTL, the
universe is a dangerous place and an awful lot of people in it would rather see
you dead and all your stuff in their cargo hold. The combat is fairly simple
but effective, weapons by default never miss, but piloting and engines gives
ships evasion, which is a straight percentage. Ships also have shields, which
absorbs laser and beam weapon fire, a large part of combat is trying to disable
enemy shields and weapons. Finally there are bombs and missiles, which require
consumable items to use, but have the distinct advantage of ignoring shields,
bombs don't do direct damage but also rely on teleportation which makes them
harder to stop.
There is also boarding and drones, boarding is done via a
teleporter room, and lets one ship send crew to the other, it is extremely
powerful, capturing a ship intact gives significantly greater rewards than
destroying them, but it requires more risk, teleporters have a cooldown and it
really sucks seeing one of your crew die because you couldn't pull them out in
time, only thing that is worse is accidentally destroying the ship with your
boarding party aboard. Drones on the other hand, serve a different purpose,
they also require consumable items but they are used much more slowly than
missiles. Drones can provide missile defence, they can augment your crew by
repairing your systems or repelling boarders, they can even be a rapid firing weapon platform (that you unfortunately cannot aim) or board enemy ships for
you.
4 of the ship systems, Engines, Cockpit, Shields and Weapons are able to
be manned to provide some benefit, increased evasion (a cockpit with no pilot means you have basically no evasion), faster shield regeneration and more rapid
weapons firing. With a crew of up to 8 that leaves an additional 4 guys to work
as back up or as boarding parties.
I may have made a few mistakes in this run |
I have spent far too much time on this game, I know most of
the events, what the better choices are, when I should be saving scrap and when
it is reasonable to spend it, and I have unlocked the two ships that I
personally find to be the most powerful, though the trickiest to start with. As
a result when I start a run I am confident that I will win it, but it certainly
didn't start off that way. I failed and failed and failed to even get close to
the end for ages and this is where I think FTL's biggest flaw lies. Player
progression is remarkably opaque and this makes the game feel a lot more random
than it is. I have seen this complaint repeated online that players don't feel
like it is their fault that they are losing, the game is simply unfair and giving them impossible situations.
I think the reason for this is that it isn't really the last
event or decision that kills your ship. It is a slower attrition of choices
that didn't necessarily seem bad at the time that build up and them boom. As
the player gets better at the game they start doing better more consistently
but it is still hard to identify where, just that they are. I don't really know
how to solve this, but I suspect that the too random description will dog FTL
for some time as a result.
It is still a game I highly recommend I have spent over 90
hours on it and done some ridiculous self determined challenges on it. It was
well worth the asking price for me. I hope that the developers release new content soon, but in the meantime there a thriving mod community around the game.
I've got to agree with the "too random" aspect, sadly. Even if you know the outcomes of each event type, what events you get are also quite random... and if you can't find the weapons or crew you need to make your ship effective enough for the final battle, you are screwed.
ReplyDeleteBest example is the Engi ship. It specializes in heavy drone support to win battles. You CAN fit it for standard weapons but that requires a lot of resources for little gain, when it's clearly tilted in favor of drones. But whether or not you find any stores selling drones or get them as a random drop is, well, completely random... I've had plenty of runs where I just can't get my equipment upgraded because I never have opportunity to do so.
Even ships which don't rely on one particular tactic are at the mercy of random loot. Risk vs. reward fails as a mechanic when you're never given the chance to take that risk and get that reward.
I don't really find it is too random, but I see it as a complaint most places the game is discussed. Could be that I have been using Mantis B and Crystal B for too long though. Those ships start able to easily take out all manned non-zoltan ships.
DeleteWhich gives them a clear edge on the scrap treadmill from the beginning, even if there are some fights you HAVE to run from until you find/buy guns.
In most games though I think FTL is pretty good at giving you enough tools for your ship to work, but because it is random, you can have the dice all turn up badly, and those are half of the runs that will stick in your memory, the times you were completely screwed over and the times everything came up Milhouse.