Posted September 20, 2012
I've been developing a lot of respect for FTL over the past few days. As a learning experience, it's a lot like the tutelage of Pai Mei from Kill Bill - it keeps asking you to do seemingly impossible things, and then punishing you mercilessly when you fail. But if you stick with your training, you eventually discover that those seemingly impossible things weren't impossible at all, you were just doing it wrong. And then you feel like a badass.
So this is a thread to pass on the benefit of some of the lessons that FTL has cruelly beaten into my hide over the past few days (some of which I originally posted here). I'm hoping that others will add their own observations, as there are many aspects of the game that I haven't had time to fully explore yet.
I'm going to have to break this up over several posts, as the forum software won't let me post the whole thing at once. Edit: Apparently I'm not going to be able to post the rest until someone enters an intervening post to break things up. Could someone oblige?
1. Strategy Overview
Broadly speaking, there are two major elements of strategy in FTL: managing your scrap supply, and combat tactics. I'll be talking about each in turn. But before getting into this, I want to give you a sense of my overall approach to the game.
I noticed early on that my ships kept seeming to reach a point where they just couldn't do anything effective against the enemy ships anymore, and that this was usually where I died. I started getting better at the game when I learned to notice warning signs that I was about to get to that point, so that I could take steps to improve my build and avoid it. A lot of the tips I give are informed by this overarching concern of taking proactive measures to keep your ship build effective.
Also note that everything I say here should be treated as a 'rule of thumb' only. The game is so diverse and different equipment loadouts play so differently that there will almost always be times when following a particular strategy tip is a bad idea.
2. Human(oid) Resources: Managing Your Crew
The first thing to talk about is how to distribute your crew. Putting a little thought into this in the beginning is going to help your ship run much more efficiently.
A. Whenever you start a new game, the first thing you should do is distribute your crew between the various battlestations. I often get overeager and hit the 'jump' button right away, which leaves me with my pants down for a few precious seconds as the enemy ship blasts the shield generator that I forgot to staff. This is a small thing, but don't overlook it.
B. Many ships don't start with a 'full complement' of four crew members. I generally find it's safest to leave the engines unmanned (unless I'm being pounded by missiles, in which case I move my shield guy to the engines, since missiles ignore shields anyway). If I only have two crew, I'll keep one on weapons, and have the other dash from the helm to the shield room whenever a fight starts. (Edit: After more play, I'm now feeling that keeping the helm manned is more important - shields are not such a priority except when facing beam weapons, or in an asteroid field, etc.)
C. Try to keep the same crew members at the same stations, as that way they'll level up their skills and become more proficient.
D. Think about the strengths and weaknesses of your various crew members when deciding how to distribute them. I tend to think of Mantises, Rockmen and Engi as 'mobile' crew members, meaning that I'm more likely to want to have them run around the ship doing things, since the first two are good at repelling boarders and the Engi are faster at repairing damage. Since I'm more likely to want to call them away from their posts, I tend to stick them at the less critical stations (like engines). Zoltans give a point of power to any room they're in, so don't stick them at the helm or you'll be wasting it. Humans can go pretty much anywhere. I haven't played around enough with Slugmen or Crystals to have much to say about them.
E. If I have extra crew sitting around, I tend to stick them in key rooms like the weapons or shields, so that if those break in a fight, there's an extra guy on hand to start repairing them right away.
3. Scrap Management
This is a huge part of the long-term game strategy. You're not going to get nearly enough scrap in the game to buy everything, so you need to plan your purchases carefully. Wasting scrap on a weapon you find you can't use, or a drone system that doesn't end up being important to your strategy, can leave your ship underpowered and desperate towards the end of the game.
A. Don't buy things just because they look neat and you have the scrap lying around. Think about whether the item would work well with your current build, or whether it could be made to work well - for example, don't buy a big-ticket weapon near the endgame if you're not going to earn enough scrap to upgrade your weapons system so you can use it. On a similar note, don't be shy about selling off items that aren't being all that helpful to you anymore.
B. Don't upgrade your systems until you need to. I can't tell you how many times I've kicked myself for upgrading my sensors just because I could, only to jump to a store that has a perfect high-price weapon that I now can't afford. For example, don't upgrade your doors until you notice more boarding parties starting to appear (or you're about to enter Mantis space). It's probably not worth upgrading your med-bay at all unless you have an Engi Med-bot Dispersal system. Ditto for the helm, unless you're really short-staffed and have to call your pilot away all the time.
C. Exceptions to the above are shields, and to a lesser extent, engines. Upgrading these early and often can save you scrap in the long run, because you won't take as much damage and thus won't have to waste your scrap repairing it. In fact, saving up to make Lv2 Shields your first purchase is often a good move in the early game. Exercise self-restraint until you accomplish this! I know you want to buy that Zoltan crew member, but that 65 scrap has more important places to be right now!
D. Most enemies in a given sector will have the same level of shields, and I find that a good 'rule of thumb' for keeping my ship running is to have enough firepower to punch through those shields, plus deliver at least another 2-3 points of damage afterwards. If you're down to getting just a single point of damage through, it's time to start looking at options to beef up your weapons loadout. Each point of damage takes out a singe point of shielding, so if, say, you've got two two-shot, one-damage lasers, that's enough to take down four points of shields (the max in the game), but by the time you start seeing ships with three shields, you should be thinking about adding another (or a bigger) weapon so that you can do some decent damage once they're down.
E. Once you reach Sector 8, all the above goes out the window - repairs are free and you usually won't find a store, so spend whatever spare scrap you have upgrading anything you can. Obviously it's best to prioritize important systems like shields, but even having an extra point in sensors or O2 (even if you can't power it) could keep them from breaking in the midst of a fight, which in turn saves you a point of hull damage.
4. Galaxy of Terror: Exploration, Events and Hazards
A. Try to explore as many sectors as you can. You need to gather as much scrap and other materials as you can before jumping to the next sector, or you won't be strong enough to take the end-game. You should be jumping out just before the Rebel fleet catches you, and no sooner.
B. Get in as many fights as you can. This is your main source of the scrap you need to make yourself stronger. By default, you should never accept surrender, although there are a few exceptions - if you think they'll get away before you can kill them (or cause an unacceptable amount of damage in the meantime), or if they're offering something really good (like a decent weapon, or a crew member), or if they're offering a lot of fuel/missiles/drones and you happen to need them.
C. Don't let your fuel get too low. I like to keep mine around the 15-18 range so that I don't have to worry about running into a drought, though I'm probably being overcautious. Buying two or three points worth at each store you visit, combined with what you get from winning fights, is often enough to keep you running.
D. Tansit: Is it bad if a chicken bites you?
Space Ghost: Did a chicken bite you, Tansit?
Tansit: No, but he's gonna.
Space Ghost: Then MOVE YOURSELF AWAY FROM THE CHICKEN!
Sometimes it is best to take the cowardly option and just ignore events. You'll get a sense for which events to avoid after a few playthroughs. But for example, if you've noticed that the Giant Alien Spiders have a high probability of eating your crew members, then MOVE YOURSELF AWAY FROM THE GIANT ALIEN SPIDERS! The risk just isn't worth the potential reward; save these events for when you have the right item or crewmember to get the special 'blue' option.
E. If you wind up in a 'solar flare' hazard, start venting air from all non-essential rooms immediately. That way, if a fire starts in any of the airless rooms, it will go out before it becomes a problem that you'll have to deal with.
So this is a thread to pass on the benefit of some of the lessons that FTL has cruelly beaten into my hide over the past few days (some of which I originally posted here). I'm hoping that others will add their own observations, as there are many aspects of the game that I haven't had time to fully explore yet.
I'm going to have to break this up over several posts, as the forum software won't let me post the whole thing at once. Edit: Apparently I'm not going to be able to post the rest until someone enters an intervening post to break things up. Could someone oblige?
1. Strategy Overview
Broadly speaking, there are two major elements of strategy in FTL: managing your scrap supply, and combat tactics. I'll be talking about each in turn. But before getting into this, I want to give you a sense of my overall approach to the game.
I noticed early on that my ships kept seeming to reach a point where they just couldn't do anything effective against the enemy ships anymore, and that this was usually where I died. I started getting better at the game when I learned to notice warning signs that I was about to get to that point, so that I could take steps to improve my build and avoid it. A lot of the tips I give are informed by this overarching concern of taking proactive measures to keep your ship build effective.
Also note that everything I say here should be treated as a 'rule of thumb' only. The game is so diverse and different equipment loadouts play so differently that there will almost always be times when following a particular strategy tip is a bad idea.
2. Human(oid) Resources: Managing Your Crew
The first thing to talk about is how to distribute your crew. Putting a little thought into this in the beginning is going to help your ship run much more efficiently.
A. Whenever you start a new game, the first thing you should do is distribute your crew between the various battlestations. I often get overeager and hit the 'jump' button right away, which leaves me with my pants down for a few precious seconds as the enemy ship blasts the shield generator that I forgot to staff. This is a small thing, but don't overlook it.
B. Many ships don't start with a 'full complement' of four crew members. I generally find it's safest to leave the engines unmanned (unless I'm being pounded by missiles, in which case I move my shield guy to the engines, since missiles ignore shields anyway). If I only have two crew, I'll keep one on weapons, and have the other dash from the helm to the shield room whenever a fight starts. (Edit: After more play, I'm now feeling that keeping the helm manned is more important - shields are not such a priority except when facing beam weapons, or in an asteroid field, etc.)
C. Try to keep the same crew members at the same stations, as that way they'll level up their skills and become more proficient.
D. Think about the strengths and weaknesses of your various crew members when deciding how to distribute them. I tend to think of Mantises, Rockmen and Engi as 'mobile' crew members, meaning that I'm more likely to want to have them run around the ship doing things, since the first two are good at repelling boarders and the Engi are faster at repairing damage. Since I'm more likely to want to call them away from their posts, I tend to stick them at the less critical stations (like engines). Zoltans give a point of power to any room they're in, so don't stick them at the helm or you'll be wasting it. Humans can go pretty much anywhere. I haven't played around enough with Slugmen or Crystals to have much to say about them.
E. If I have extra crew sitting around, I tend to stick them in key rooms like the weapons or shields, so that if those break in a fight, there's an extra guy on hand to start repairing them right away.
3. Scrap Management
This is a huge part of the long-term game strategy. You're not going to get nearly enough scrap in the game to buy everything, so you need to plan your purchases carefully. Wasting scrap on a weapon you find you can't use, or a drone system that doesn't end up being important to your strategy, can leave your ship underpowered and desperate towards the end of the game.
A. Don't buy things just because they look neat and you have the scrap lying around. Think about whether the item would work well with your current build, or whether it could be made to work well - for example, don't buy a big-ticket weapon near the endgame if you're not going to earn enough scrap to upgrade your weapons system so you can use it. On a similar note, don't be shy about selling off items that aren't being all that helpful to you anymore.
B. Don't upgrade your systems until you need to. I can't tell you how many times I've kicked myself for upgrading my sensors just because I could, only to jump to a store that has a perfect high-price weapon that I now can't afford. For example, don't upgrade your doors until you notice more boarding parties starting to appear (or you're about to enter Mantis space). It's probably not worth upgrading your med-bay at all unless you have an Engi Med-bot Dispersal system. Ditto for the helm, unless you're really short-staffed and have to call your pilot away all the time.
C. Exceptions to the above are shields, and to a lesser extent, engines. Upgrading these early and often can save you scrap in the long run, because you won't take as much damage and thus won't have to waste your scrap repairing it. In fact, saving up to make Lv2 Shields your first purchase is often a good move in the early game. Exercise self-restraint until you accomplish this! I know you want to buy that Zoltan crew member, but that 65 scrap has more important places to be right now!
D. Most enemies in a given sector will have the same level of shields, and I find that a good 'rule of thumb' for keeping my ship running is to have enough firepower to punch through those shields, plus deliver at least another 2-3 points of damage afterwards. If you're down to getting just a single point of damage through, it's time to start looking at options to beef up your weapons loadout. Each point of damage takes out a singe point of shielding, so if, say, you've got two two-shot, one-damage lasers, that's enough to take down four points of shields (the max in the game), but by the time you start seeing ships with three shields, you should be thinking about adding another (or a bigger) weapon so that you can do some decent damage once they're down.
E. Once you reach Sector 8, all the above goes out the window - repairs are free and you usually won't find a store, so spend whatever spare scrap you have upgrading anything you can. Obviously it's best to prioritize important systems like shields, but even having an extra point in sensors or O2 (even if you can't power it) could keep them from breaking in the midst of a fight, which in turn saves you a point of hull damage.
4. Galaxy of Terror: Exploration, Events and Hazards
A. Try to explore as many sectors as you can. You need to gather as much scrap and other materials as you can before jumping to the next sector, or you won't be strong enough to take the end-game. You should be jumping out just before the Rebel fleet catches you, and no sooner.
B. Get in as many fights as you can. This is your main source of the scrap you need to make yourself stronger. By default, you should never accept surrender, although there are a few exceptions - if you think they'll get away before you can kill them (or cause an unacceptable amount of damage in the meantime), or if they're offering something really good (like a decent weapon, or a crew member), or if they're offering a lot of fuel/missiles/drones and you happen to need them.
C. Don't let your fuel get too low. I like to keep mine around the 15-18 range so that I don't have to worry about running into a drought, though I'm probably being overcautious. Buying two or three points worth at each store you visit, combined with what you get from winning fights, is often enough to keep you running.
D. Tansit: Is it bad if a chicken bites you?
Space Ghost: Did a chicken bite you, Tansit?
Tansit: No, but he's gonna.
Space Ghost: Then MOVE YOURSELF AWAY FROM THE CHICKEN!
Sometimes it is best to take the cowardly option and just ignore events. You'll get a sense for which events to avoid after a few playthroughs. But for example, if you've noticed that the Giant Alien Spiders have a high probability of eating your crew members, then MOVE YOURSELF AWAY FROM THE GIANT ALIEN SPIDERS! The risk just isn't worth the potential reward; save these events for when you have the right item or crewmember to get the special 'blue' option.
E. If you wind up in a 'solar flare' hazard, start venting air from all non-essential rooms immediately. That way, if a fire starts in any of the airless rooms, it will go out before it becomes a problem that you'll have to deal with.
Post edited September 24, 2012 by Azilut