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Tuesday, June 26, 2012
 
Faster Than Light Beta Previewed
6:00 AM | Cord Kruse | Comment on this story

RPG Codex has posted a new preview of Subset Games' FTL: Faster Than Light based on information gathered from a beta version of the game. Described as a "spaceship simulation roguelike-like," the game gives players the chance to engage in exploration and combat in the vastness of outer space.

Ship-to-ship combat is the heart of the game and to excel at it you have to understand the weapon system. Weapons begins to charge once you divert power to the ship's weapon systems. Once a weapon is charged the player can direct it to fire at a particular part of the enemy ship. The two main categories these weapons fall under are energy weapons and missiles. Missiles bypass enemy shields, and as such are prime tools for taking out shield generators, but consume a finite supply of ammunition. Shields recharge fairly quickly, so it can often be worthwhile to wait until you can fire multiple weapons in a salvo that overwhelms the other ship's defenses. Some weapons excel at damaging multiple rooms, causing hull breaches that vent atmosphere or setting fires that spread and prevents crew from repairing damaged systems. It is also possible to launch offensive and defensive drones that will fight crew, repair your ship, shoot down incoming fire or simply pepper the other ship with festive and colorful bursts of irradiated death! All the while the other ship is trying to do the same to you.

It is during combat that the game really shines. Your systems, crew and abilities are simple when looked at individually. But combat forces you to tweak all of them simultaneously and it is a pleasantly frantic experience at times. Further complicating things there are environmental effects such as nebulae that limit your sensors or asteroids that will bounce off of your ship's hull if your shields aren’t up. You rarely get through a combat without losing some of your resources in the form of hull durability, missiles, drone parts, or crew members. Having piloting and engines crewed gives your ship a percentile chance to evade incoming fire but actual range and maneuvering is abstracted. You get to pick what to shoot at with your weapons, but the game takes care of the aiming. Also, while you can order your crew to board/fight boarders, the actual fighting consists of watching health bars grow smaller and sending people off to the med-bay if they get close to dying. The focus is mainly on managing the interior of your ship and making sure it doesn’t fall apart before the other ship does. Doing well in FTL is often an exercise in damage control and making sure the payoff from a fight exceeds the repair bill you are footing at the other end. Sometimes your best option is to divert power to shields and send your crew scurrying to perform damage control until your FTL drive spools up and you can jump away. The randomly generated nature of sectors also means that an unlucky series of jump events can see your ship rapidly spiraling into a catastrophic state where you are barely holding together as you limp on, desperately praying for a friendly trader at the next FTL beacon.

Read more at the link below.

RPG Codex: Faster Than Light Beta Preview
FTL: Faster Than Light


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