Advanced Edition: Ship Systems FAQ - Guide for FTL: Faster Than Light
- Cheats |
- Unlockables |
- Hints |
- Easter Eggs |
- Glitches |
- Guides |
- Achievements
Scroll down to read our guide named "Advanced Edition: Ship Systems FAQ" for FTL: Faster Than Light on PC (PC), or click the above links for more cheats.
FTL - Faster Than Light (v1.5.10) Ship Systems FAQ By FatRatKnight (Lee Eric Kirwan) v1.00 This FAQ is Copyright 2014 Leeland Eric Kirwan O|+--+ +--+~=+--+^^+--+\ / \_/ \_/ \_/ \_/ \_/ \_/ \ /+--+^^+--+=~+--+ +--+|O 0|##|'.|&&|[]|**|CG|..| v TABLE OF CONTENTS v |..|CB|**|[]|&&|.'|##|\- --+##+--+&&+--+**+--+..+-------------------------------+..+--+**+--+&&+--+##+-- This FAQ refers to v1.5.10 of FTL. Check your version. ?|## (line) Section title [Search] 0|## ( 8) TABLE OF CONTENTS (Yep, we're here) 1|## ( 48) INTRODUCTION [INT16] 2|## ( 73) SYSTEM OVERVIEW [SYS18] 2. 1 ( 158) Shields2. 2 ( 313) Engines 2. 3 ( 401) Oxygen 2. 4 ( 475) Weapon Control 2. 5 ( 575) Drone Control 2. 6 ( 701) Medbay 2. 7 ( 774) Clone Bay 2. 8 ( 874) Crew Teleporter 2. 9 ( 982) Cloaking 2.10 (1091) Artillery Beam 2.11 (1158) Flak Artillery 2.12 (1211) Hacking 2.13 (1316) Mind Control 2.14 (1474) Piloting 2.15 (1551) Sensors 2.16 (1642) Door System 2.17 (1729) Backup Battery 2.18 (1822) Reactor 3|## (1893) BUGS AND GLITCHES (v1.5.10) [BGL10] 3. 1 (1902) Failure Hack Teleporter 3. 2 (1918) Enemy Open Door Policy 3. 3 (1939) Auto-ship's Anti-hack Auto-manning 3. 4 (1961) Pre-igniter Pre-charge Preservation 4|## (1989) CLOSING [CLO32] 4. 1 (2000) Credits 4. 2 (2016) Contact Info 4. 3 (2035) Legal 4. 4 (2056) Version History O|+--+ +--+~=+--+^^+--+\ / \_/ \_/ \_/ \_/ \_/ \_/ \ /+--+^^+--+=~+--+ +--+|O 1|##|'.|&&|[]|**|CG|..| v INTRODUCTION v |..|CB|**|[]|&&|.'|##|\- --+##+--+&&+--+**+--+..+-------------------------------+..+--+**+--+&&[INT16]-- FTL - Faster Than Light is often considered some sort of real-time roguelike, where in every combat, you have to target your weapons, move your crew to repairs, redistribute power to systems that need it, and watch as your ship breaks to pieces anyway against a randomly generated galaxy. New players lose in minutes, usually. This FAQ deals with one aspect of this game: Systems. There are thirteen systems, four subsystems, and the Reactor to power the main systems. Making use of them all will help you last throughout the game. Of course, when you encounter enemy ships, they have their own systems that you might want to smash so that they don't smash you back. I, FatRatKnight, have studied these systems with great care. Take a look through them. You probably did not know that having Lv1 Engines charges FTL in 67.5 seconds without an engineer. Many details are given through such studies. O|+--+ +--+~=+--+^^+--+\ / \_/ \_/ \_/ \_/ \_/ \_/ \ /+--+^^+--+=~+--+ +--+|O 2|##|'.|&&|[]|**|CG|..| v SYSTEM OVERVIEW v |..|CB|**|[]|&&|.'|##|\- --+##+--+&&+--+**+--+..+-------------------------------+..+--+**+--+&&[SYS18]-- | Scrap costs of each level | |(Sub)Systems |Purchase|Lv2:Lv3:Lv4:Lv5:Lv6:Lv7:Lv8| +---------------+--------+---:---:---:---:---:---:---+ |Shields |125@Lv2 |100: 20: 30: 40: 60: 80:100|Block lasers & beams |Engines | | 10: 15: 30: 40: 60: 80:120|Dodge and FTL charge |Oxygen | | 25: 50: : : : : |Your air supply |Weapon Control | | 40: 25: 35: 50: 75: 90:100|Use more weapons! |Drone Control |*60@Lv2 | : 20: 30: 45: 60: 80:100|Activate bigger drones |Medbay | 50@Lv1 | 35: 45: : : : : |Heal your crew |Clone Bay | 50@Lv1 | 35: 45: : : : : |Clones dead crew |Crew Teleporter| 90@Lv1 | 30: 60: : : : : |Board your foes! |Cloaking |150@Lv1 | 30: 50: : : : : |To elude enemy shots |Artillery Beam | | 30: 50: 80: : : : |Unique Federation weapon |Flak Artillery | | 30: 50: 80: : : : |Unique 7-shot Flak system |Hacking | 80@Lv1 | 35: 60: : : : : |Disrupt an enemy system |Mind Control | 75@Lv1 | 30: 60: : : : : |Make an enemy a friend +---------------+--------+---:---:---:---:---:---:---+ |Piloting | | 20: 50: : : : : |Someone needs to pilot it |Sensors | 40@Lv1 | 25: 40: : : : : |Plenty of information |Door System | 60@Lv1 | 35: 50: : : : : |Keeps boarders at bay |Backup Battery | 35@Lv1 | 50: : : : : : |Temporary power +---------------+--------+---:---:---:---:---:---:---+ |Reactor |Can go up to Lv25, taking 20~35 per |To power your systems +---------------+------------------------------------+ * Add selling price of "free" drone to Drone Control for actual cost Systems, subsystems, and the Reactor are stuff about your ship that you can upgrade at any time you wish, if you have Scrap to pay for the upgrades. Once upgraded, you can't change your mind later and remove the upgrade. The Scrap put into that upgrade is now stuck there in the system. Systems require power in order to work. Shields require power in blocks of two for each layer. Even though you just upgraded them, you still need to feed extra power to them to make use of the extra levels. You can have the system act as a lower level by not powering it fully. Often new players just upgrade the Reactor or even wait first before upgrading in one block in order to keep all systems fully powered at all times, but I recommend breaking this habit quick, as this is one "trap" that leaves you unprepared in later fights. The Reactor is a lot more expensive than "it's only 20-25 per" would make you think. Subsystems, on the other hand, provide their own power, and do not need the Reactor to work. They're also somewhat less useful than the main systems to upgrade, but at least you don't strain the Reactor by upgrading them. To get systems you're missing, you must buy them at a store. You can't have more than eight systems, but there's room for all four subsystems. You can't remove a system to make room, though Medbay and Clone Bay will replace the other. Stores never offer systems you already have. You can't purchase an Artillery system, as they're unique weapon systems of the Federation. As well, the Federation layouts that have one are using up a system slot to have it. A few events will even upgrade one of your systems or the Reactor, usually at a better deal than upgrading it yourself would. These event-upgrades don't actually interfere with any achievements you may be hunting for, so take them if you need them. Advanced Edition content includes Hacking, Mind Control, Backup Battery, and Flak Artillery. You will not find these things if you have it disabled, although the Flak Artillery won't be found outside an Advanced Edition layout anyway. It's rare to get a ship completely maxed out before you get to The Boss and have to end your game, win or lose. Even a maxed out ship is no guarantee of victory if you don't know what you're doing. To put it another way, if you have to cheat in order to max out your ship, you will surely lose. If you can legitimately max out your ship, then you didn't need any of that fancy crud and can easily win the game with a half-functional ship. A difference in skill matters. 2. 1 ----------------------------- Shields ----------------------------- The main purpose of Shields is to absorb the attacks of enemy lasers and beams, and to ward off hazards such as asteroids and flaring suns. |Level| Off | Lv 1 | Lv 2 | Lv 3 | Lv 4 | Lv 5 | Lv 6 | Lv 7 | Lv 8 | +-----+------+------+------+------+------+------+------+------+------+ |Scrap| | .... | 100 | 20 | 30 | 40 | 60 | 80 | 100 | |Value| | 25 | 125 | 145 | 175 | 215 | 275 | 355 | 455 | |Layer| ____ | ____ | *___ | *___ | **__ | **__ | ***_ | ***_ | **** | +-----+------+------+------+------+------+------+------+------+------+ Store cost: 125 Scrap (Begins at Lv2) |Who is it|Rate| The system can be manned. Having someone on +---------+----+ Shields improves its recharge rate. Divide |No one |100%| by 1.10, 1.20, or 1.30 to get the time to |Untrained|110%| recharge your layers. |Skilled |120%| |Mastered |130%| Its best use is against laser drones and +---------+----+ asteroids pelting your ship frequently. |Layers|Sec.| The time taken to recharge a layer depends on +------+----+ how many layers currently exist. Even if you |0 -> 1|2.00| max out your Shields, it will take just as |1 -> 2|2.00| long to restore your first layer as it does |2 -> 3|1.80| with weak Shields that can only have that one |3 -> 4|1.50| layer active. +------+----+ |0 -> 4|7.30| Just in case, here's how long it'll take to +------+----+ get back four layers from zero. Notable Augmentations: * Shield Charge Booster - 15% faster recharge rate (time * 0.85) * Zoltan Shield - 5 no-regen HP, takes hits first, but stops more things - Hacking - A Hacking Pulse will reduce layers through a "reverse charge" of sorts. Two seconds of the Pulse will remove one active layer off the Shields. This means Hacking-1 will remove two layers, Hacking-2 removes three, and Hacking-3 will remove all Shields, even the five layer ships. The loss isn't instantaneous, so time your Hacking Pulse early. For some reason, people often calls each layer as "level", even though a proper level means that's how much power the system can take. I will say that four levels means it takes four power, and therefore only produce two layers, not that the Shields are strong enough for four layers, which is a full-strength system that takes eight power. I will use "layers" to more closely mean the mislabeled "levels". Shields block lasers and beams. Although some lasers can deal 2 damage, they will still only remove one layer. Beams can't reduce Shields (unless they harm the room), so most of them are completely blocked by merely one intact layer. The two stronger beams lose one damage per layer of shields. Each layer requires two power. Having an odd-numbered level for the Shields does not allow you to use the extra layer, so the only purpose for having an odd-numbered level is a one damage buffer to the room before you lose a layer. This buffer has its use, and losing your only layer really hurts. Observe the odd level giving this buffer for enemy ships. There is a charge bar underneath the actual layer count. This lets you know how close you are to getting back the next layer. If you have a super shield, this charge bar is hidden, instead showing the super shield strength. (The super shield is the green stuff, either through the Zoltan Shield Augmentation or the Shield Overcharger drone) If Shields block ion damage, it is treated as though the ion shot has hit the Shields room. Technically, it doesn't reduce layers on its own, but the maximum layers thanks to power reduction will definitely reduce layers anyway. As with ion effects, crew bonus stops working, and other laser hits to Shields will not train them. If the ion is capable of stunning, crew in the Shields room would be affected. They also block asteroids, should you enter such an area. However, from the constant barrage of asteroids, your ship might have fewer layers to deal with enemy lasers. It's a dangerous event, after all. Having Shields will also reduce the effects of a nearby sun event, but even four layers will occasionally let one Hull damage happen anyway. You normally can't put an odd numbered power into Shields. However, a Zoltan entering this room will add precisely one power to it if the system can handle it (or redistribute the power to idling). Useful for resisting one ion damage. Two Zoltans in the room prevents ions from entirely negating your Shields. You may move a Zoltan into a room to put back some power into Shields, but if they were already in there, there's nothing stopping the ion from reducing the Reactor power, of which there's less of it with the Zoltan in there. A pretty basic staple of defense. There's a good reason why only a few starting ships don't start with any layers, and this reason is to thwart the most basic attacks from enemies. Without it, expect a fireball with you in it in a few jumps. The ships that don't have Shields have other means of defense, and those do a good enough job and makes you feel awesome at not taking hits to your Hull despite zero shield layers. It's still highly recommended to get Shields as quickly as possible. So, save up that Scrap once other pressing priorities are done. It's attractive to shoot at Shields so that your lasers and beams have nothing blocking them. The only problem with this strategy is that this leaves the rather threatening enemy weapons intact for longer, as you're not shooting those first thing. If you can already reliably get through two layers, there's no point in damaging that. If yours goes down, this is scary. You are fully vulnerable to their next lasers. Of course, if you already shot their weapons, your lack of defense doesn't matter. It is, however, especially painful when there are anti-ship drones hovering around your ship. An Engi on your Shields will go a long way into getting them back, but it's best to have a spare level or two so that you don't lose that last layer. Be aware that a lot of things can outright bypass Shields. Missiles, bombs, Crew Teleporter, Boarding Drones & Ion Intruders, Mind Control, and Hacking all skip Shields to do their nasty stuff. While the only ship weapons they do stop are lasers and beams, they are rather common, and the drones are a nightmare to see without Shields to stop them. Oh, the ASB found in certain encounters? Those bypass Shields to do 3 damage to and breach a room. Get away! Go! There's a good reason why I get Shields-4 (two layers) as the first thing on many ships. Early enemies often have enough laser and beam power to get through one layer, but not two. Further, if it takes one or two damage, you are not suddenly exposed to enemy drones. In fact, if you have 20 Scrap, get Shields-3 right away for that buffer, then spend your next 30 when possible to get that second layer. The third layer isn't as game-changing, but provide a rather reliable defense against lasers, especially with a strong Evade to go with it. Shields-6 is enough to challenge The Boss and expect a reasonable survival rate, so the fourth layer really is a bit of luxury, and really annoying to fight when you're trying to punch through it. Then again, Shields-8 is no guarantee of safety against The Boss, as failing to shoot the right things or dealing with the hectic situation can doom you just as well. 2. 2 ----------------------------- Engines ----------------------------- Engines are useful for dodging many attacks to assist your Shields or for avoiding what your Shields can't stop. They are also critical for escaping a bad fight in a hurry. |Level| Off | Lv 1 | Lv 2 | Lv 3 | Lv 4 | Lv 5 | Lv 6 | Lv 7 | Lv 8 | +-----+------+------+------+------+------+------+------+------+------+ |Scrap| | .... | 10 | 15 | 30 | 40 | 60 | 80 | 120 | |Value| | 0 | 10 | 25 | 55 | 95 | 155 | 235 | 355 | |Evade| 0 | 5 | 10 | 15 | 20 | 25 | 28 | 31 | 35 | |FTL | None | 1.00 | 1.25 | 1.50 | 1.75 | 2.00 | 2.25 | 2.50 | 2.75 | |Time | #Inf;| 67.5 | 54.0 | 45.0 | 38.6 | 33.8 | 30.0 | 27.0 | 24.5 | +-----+------+------+------+------+------+------+------+------+------+ All ships have it. All of them. You can't buy it. |Who is it|Evade|FTL | The system can be manned. Someone +---------+-----+----+ here improves both evasion and FTL |No one |+ 0% |100%| charge rate. The Evade stacks |Untrained|+ 5% |110%| additively. The FTL bonus divides the |Skilled |+ 7% |117%| time taken by 1.10, 1.17, or 1.25 |Mastered |+10% |125%| +---------+-----+----+ Notable Augmentations: * FTL Recharge Booster - 25% faster FTL charge * FTL Jammer - Doubles time needed for enemy FTL - Hacking - Just having the Hacking drone attached and powered will reveal the exact Evade. A Hacking Pulse will set Evade to zero. There are few guarantees in FTL, and ensuring your entire volley hits will give one such guarantee. Treasure it. The Evade nullify is instantaneous. It will also stop FTL charge for the duration of the Pulse. Evasion is the main purpose for upgrading Engines. Evade is used to avoid lasers, missiles, and bombs, as well as asteroids should you enter such an event. It can't avoid beams, only shields can stop those. Evasion is reduced or lost if you don't have someone in Piloting. An upgraded engine can also speed up the FTL charge time. Your FTL will charge as long as Engines are powered and you have a crew member in an intact pilot room. The crew member can be distracted by other tasks such as fights, but as long as a crew member is inside the pilot room, and it isn't destroyed, there is a pilot allowing FTL to charge. Levels 2 and 3 are very cheap, provide decent evasion, and gives a usable FTL charge time at Lv3. Levels 4 and 5 are moderately priced, though Lv4 is the minimum needed for 100% Evade with Cloaking and master engineer and pilot. Lv6 and beyond have sharply reduced gains for scrap invested. The FTL charge rate shouldn't be overlooked. When you find tough encounters, a hasty getaway might be your only hope, and decent Engines keeps that possibility open. Level 5 charges it quickly enough, another reason to stop there. For defense, it's less attractive due to relying on the RNG. However, it is one of the few things that reduces the number of missiles that hit you, and Evade is a wonderful support for your Shields against any laser volley. Along with the recharge rate, it helps to keep your Shields intact when there are scary numbers of combat drones and asteroids. There are still a few things that bypass Evade, but most of them don't deal direct Hull damage. Beams, Crew Teleporter, Boarding Drone & Ion Intruder, Mind Control, and Hacking all gleefully skip the stuff known as Evade. You usually have another 10% evade because you have a pilot and engineer at their stations. Might even be 20%, if they're masters at it. None of this bonus sticks if you power down the Engines, so the difference between off and Lv1 might well be 25% evade. Engines-5 gives a rather reliable evasion for a relatively decent cost. I recommend getting it, usually before you get Shields-6 (three layers, in case you forgot my teminology for Shields). If the Rebel fleet threatens you with the ASB, and you want to escape safely, Engines-6 often gets you away safely, Engines-7 is a practical guarantee if they don't board your Engines or can keep the fight going in Piloting. 2. 3 ----------------------------- Oxygen ------------------------------ All ships have it. A good thing, as your crew tends to need air to live. Even if destroyed, you have a minute to react. Don't be afraid to take power from here when desperate. |Level| Off | Lv 1 | Lv 2 | Lv 3 | +-----+------+------+------+------+ |Scrap| | .... | 25 | 50 | |Value| | 0 | 25 | 75 | |Rate | x-1 | x1 | x3 | x6 | |Oxy% | -1.2%| +1.2%| +3.6%| +7.2%| Per second +-----+------+------+------+------+ Notable Augmentations: * Emergency Respirators - Half asphyxiation damage - Hacking - When a powered Hacking drone is attached, it reveals the percent of air remaining on the ship. A Hacking Pulse drains air at x5 rate. This means Hacking-1 drains 24%, Hacking-2 will drain 42%, and Hacking-3 takes 60% oxygen. During the 20 second cooldown, Oxygen-1 will restore 24%, and Oxygen-2 gets back 72% of your air, so aside from damage, Oxygen-2 is effective at keeping up with any Hacking attempts. Oxygen is vital for most races to survive. When a room is below 5%, this does 6.4 damage per second. The room will slowly turn red as oxygen goes down, and will suddenly get scary stripes when it's low enough to damage crew. Medbay-1 can only keep the crew alive when its airless, you need a stronger Medbay to heal faster than asphyxiation damage. Fires also need oxygen to keep burning. They will also drain a room of oxygen slowly. Remove the air, and the fire will shortly vanish. Oxygen-2 will produce oxygen fast enough that the room on fire won't lose oxygen, but this means the fire will last forever without crew dousing it. If your oxygen levels are declining, and the room looks repaired, your system is unpowered. Look on the lower left corner. It's probably grey. Turn it green. There are other reasons why you could lose oxygen, but those should be more obvious than a status icon in the corner. Open airlocks instantly remove the immediate room of all air, and drain out air of connected rooms with open doors. Air is removed faster if you open multiple airlocks, even the ones in the same room. A powered Oxygen system will keep trying to fill these rooms anyway, slowing the rate the rooms empty out. It's sometimes a good idea to remove the power to this system so that you can power other important systems. After all, even 20% oxygen keeps your crew as healthy as 100%. Can also be shut off so that airless rooms don't get refilled, so that fires contained by blast doors will go out on their own (if you have the time to wait), and to drain out air slightly faster when you have airlocks open. When going through some sort of Slug nebula, there is an event that shuts this off. If Lv2 or Lv3, this allows a blue choice that maintains Lv1, eliminating the fear. This is the only blue choice this system gives. I consider Oxygen-3 to be a wasteful choice. If you absolutely hate breaches or Lanius, and can't manage your air effectively enough, you might want it. Oxygen-2 is enough for a breach or two if you open doors, and restores air rather quickly to make empty rooms safer. Oxygen-2 is enough to withstand Hacking indefinitely. If you stay at Oxygen-1, I can understand, as I do that most of the time. 2. 4 ------------------------- Weapon Control -------------------------- All ships have it. Kind of needed for using weapons. Being able to shoot all your weapons at once is far deadlier than only firing one weapon at a time. |Level| Off | Lv 1 | Lv 2 | Lv 3 | Lv 4 | Lv 5 | Lv 6 | Lv 7 | Lv 8 | +-----+------+------+------+------+------+------+------+------+------+ |Scrap| | .... | 40 | 25 | 35 | 50 | 75 | 90 | 100 | |Value| | -40 | 0 | 25 | 60 | 110 | 185 | 275 | 375 | +-----+------+------+------+------+------+------+------+------+------+ |Who is it|Time| The system can be manned. Doing so charges +---------+----+ your weapons faster, so you can get the |No one |100%| first shot, or at least retaliate before |Untrained| 90%| your weapons are shot. You multiply the |Skilled | 85%| percents shown to the charge times of your |Mastered | 80%| weapons, which is unusual, as the other +---------+----+ percent bonuses do a division instead. Notable Augmentations: * Automated Re-loader - 10% faster weapon charge (divide time by 1.1) * Weapon Pre-igniter - Begin combat with weapons fully charged * Zoltan Shield Bypass - Bombs skip the green shield * Explosive Replicator - 50% chance to not use missile stock - Hacking - A powered Hacking drone reveals weapon charge, exactly what Sensors-3 would tell you. A Hacking Pulse will apply a "reverse charge", so that the weapons lose charge over time. Effectively, Hacking-1 delays weapons fire by 8 seconds, Hacking-2 delays 14 seconds, and Hacking-3 at 20 seconds. Multiple charge weapons maintain stocked charges, even if the charge bar empties out. Although you may have multiple weapons and enough reactor power, you are still limited by system level. Each intact level is one more power you can divert towards your weapons. Left click to power, and again to then target the weapon. Right click removes the power to the weapon, losing charge. You can, even in mid-combat, reorder weapons by dragging them around. The leftmost weapons are your priority weapons that are disabled last if the system takes damage. This also moves the physical positions, in the odd case a drone starts blocking your Ion Blast II and you want the ions to hit the ship rather than wait for the drone to self-destruct. When Weapon Control is damaged, the rightmost weapons lose power first. Ion damage will unpower entire weapons instead of just one unit of power, though if the hit deals 2 to 4 ion damage, it will unpower multiple weapons if the rightmost active weapon doesn't use that much power. A Zoltan in the room will power the leftmost weapon, even if it isn't enough to make it active. Keep in mind that, if a Zoltan enters the room, and the Weapon Control is maxed out powering other weapons except the leftmost one, that Zoltan will force the rightmost weapon to lose power. Reorder your weapons before you order the Zoltan in. If you keep a Zoltan in the room, remember that you may need to reorder weapons to power the ones you need at the time. Most ships have four weapon slots to use, though some have only three weapon slots. This amount of slots can't change; There are no upgrades available to give the ship four slots. While higher levels do help, in that it lets you power more weapons to remain a threat to later enemies, keep in mind that this depends on actually finding weapons to fill your newly upgraded capacity. If you can already fully power all your current weapons, upgrading this in hopes of a new weapon is usually a bad idea. However, DA-SR 12 has an excuse to upgrade it just for the sake of a one-damage buffer to the room. Losing the charge of a 25 second weapon is *really* painful when it's the only thing you've got. That said, if you find your Weapon Control worryingly weak against the current enemies, but you have spare weapons that would really help to charge at the same time, upgrade this system immediately. Upgrade Reactor later, you need the option to charge all necessary weapons far more. Lacking defense just means you take more damage, but lacking offense means you must run away, no question. A high level Weapon Control does offer blue choices at only a few events. If you're that threatening, it's not as though you need better rewards, but hey. Various weapons may also give other blue choices at other events, but they need to be equipped when you jump in. The cargo hold does not give any blue choices for stuff inside of it. Do not neglect this system. You might be happy already being able to fire five shots, but when a Heavy Laser shows up, that one extra shot does amazing stuff for your offense. You won't regret an upgrade here in that case. 2. 5 -------------------------- Drone Control -------------------------- Drones are useful for a variety of tasks. It is difficult to describe their uses in a short paragraph, but are often helpful in one form or another. |Level| Off | Lv 1 | Lv 2 | Lv 3 | Lv 4 | Lv 5 | Lv 6 | Lv 7 | Lv 8 | +-----+------+------+------+------+------+------+------+------+------+ |Scrap| | ( ) | (60) | 20 | 30 | 45 | 60 | 80 | 100 | |Value| | ? | 60 | 80 | 110 | 155 | 215 | 295 | 395 | +-----+------+------+------+------+------+------+------+------+------+ This may be purchased at a store for 75 or 85 Scrap. At random, you may get (and it tells you before purchase): * System Repair Drone - Drone Control costs 75 Scrap * Combat Drone Mark I - Drone Control costs 85 Scrap * Defense Drone Mark I - Drone Control costs 85 Scrap Notable Augmentations: * Drone Recovery Arm - Refunds parts for intact exterior drones * Drone Reactor Booster - 50% faster interior drones * Defense Scrambler - Enemy's defensive drones can't target anything - Hacking - A Hacking Pulse stuns all active drones, exactly as though they were hit by ions. This may also destroy them as well, which is also an ion-related effect. This stun lasts as long as the Hacking Pulse. Powered in a similar fashion to weapons. Activating a drone will use one Drone Part if it doesn't exist yet. Removing power to a drone does not destroy it, except Hull Repair, so activating it again won't use more parts. If a drone is destroyed, there is a 10 second cooldown before you can deploy the same drone, spending another Drone Part. A few drones reside inside ships, and many other drones work outside the ship. Once deployed and powered, the drone will do its job automatically with no further input from you. The crew drones take no damage from airless rooms or fire, and take half damage from ship weapons. They act a lot like your crew in many ways, like occupying a square and getting the attention of enemy crew. Those in your ship will default to your Drone Control, if there's no task to be done, where they will recover 1.6 Health per second if the system is powered, regardless of which drone is powered. The exterior drones are vulnerable to weapons fire. However, they can't be targeted, so only a lucky shot where the two intersect in the same space at the same time will they be hit. Destroyed drones stop using power, but you need to wait 10 seconds before you can redeploy them. After this time, you can make another spending one more Drone Part. The drones that work inside your ship will stay with you as you jump, so you don't need to repeatedly spend parts on them. If you unequip the drone, it self-destructs, but will not refund parts. The ones that send themselves to the enemy ship are stuck there. The parts spent on them will only help you in this one battle. Of the drones that work outside a ship, most will only refund their parts if you have a certain Augmentation. Of course, if the drone was destroyed, the parts are ruined, no refund. Hull Repair self-destructs after repairing some Hull and won't refund its part to the Drone Recovery Arm. Like with weapons, the left drone takes priority if multiple are powered. If the system takes damage, the right drone loses power first. Zoltans will power the first drone, just like with weapons, but will not activate the drone if it doesn't already exist somewhere. When purchasing the system, it begins at level 2, and a single drone already equipped. Hover your mouse over it, it'll tell you what you're getting. The Drone Control itself may not give any blue choices, but the drones you equip do. These drones need to be equipped before you make the jump if you want these choices. The fact most ships can only equip two drones at a time, with a few getting up to three, makes the system somewhat unwieldy to use. There's also the fact it depends on what drones you happen to have available, and it also uses up your stock of Drone Parts. And this system is pretty expensive, as if you do get it, you have reason to keep drone schematics rather than selling them off right away. Regardless, there are some interesting details... Anti-ship drones have among the highest damage output, as they shoot more rapidly than most weapons. Trouble is the blue Shields get in the way. Still, if you can disable the Shields for a faster win, the Hull damage is rarely matched. They're also good for removing a Zoltan Shield rapidly. Defensive drones, Defense I, Defense II, and Anti-Drone will help protect your ship from some of the enemy's attacks. Both Defense Drones will shoot down missiles, Defense II is particularly good against ions, and all three drones will target and shoot down Hacking before it lands on the ship. The Defense I is a favorite among many players. Crew drones act as extra crew members, minus the ability to tell them where to go, but they do their task automatically without having to tell them to do it. Those on your ship will stay with you from jump to jump, requiring no further Drone Parts unless destroyed. Those that land on the enemy ship will breach a room to enter and cause general havoc. If you spot enemy combat drones around you, and you do find them threatening or otherwise scary, there is a way to shoot them with your ship weaponry: Wait until one flies in front of a weapon, then fire that weapon at any enemy room. You can reorder weapons so that you change their physical positions. Beams and bombs won't ever hit a drone. What, exactly, the sorts of drones do for you is best left for another guide to explore in detail. Going further in-depth than the summaries I've given will clutter up this subsection way too much. Make your best judgement on what each individual drone gets you. 2. 6 ----------------------------- Medbay ------------------------------ Very useful in keeping one's crew intact throughout the dangers of space. Without it, you can do nothing as the crew loses health to stray shots, fires, and combat. |Level| Off | Lv 1 | Lv 2 | Lv 3 | +-----+------+------+------+------+ |Scrap| | (50) | 35 | 45 | |Value| | 50 | 85 | 130 | |Rate | x0.0 | x1.0 | x1.5 | x3.0 | |Heal | 0 | 6.4 | 9.6 | 19.2 | Health restored per second +-----+------+------+------+------+ Notable Augmentations: * Engi Med-bot Dispersal - Active Medbay heals 1.5 Health/sec across your ship - Hacking - A Hacking Pulse drains Health of crew inside at a scary rate. I do not know how fast it is at this time, but together with the locked doors, this is a frighteningly dangerous effect. I do not know if it interferes with the Engi Med-bot Dispersal. Any crew inside a powered Medbay will restore health, depending on Medbay power. Usually fits only two or three crew members, but those passing through also gets healed. Even if crew are currently taking damage from other sources, if they're in a friendly Medbay, it will heal them as they take damage. Crew can survive in an airless Medbay, and even heal back some Health if it's powered at Lv2 or Lv3. Engi Med-bot Dispersal heals all crew outside the Medbay at a slow rate, as long as the Medbay has 1 to 3 power in it. The rate isn't affected by how much power is in the Medbay, and it doesn't stack with the Medbay itself for any crew inside. The Medbay is pretty essential. Even if you never have your crew fight, they're still sure to take damage from enemy shots hitting the room they're in, or maybe fire, or even handling a breach without any air. Without a Medbay, recovering from damage is difficult or costly. Even so, most sorts of damage can wait until after combat, meaning a high-level Medbay doesn't help much. Lv2 isn't much of a bonus, but it does let your crew get back to risking their lives sooner. Lv3 goes really, really fast and perfect for those odd times where you can't wait. When you are getting boarded, it's the safest room to put your crew into. Make certain it is powered up. Even at level one, an Engi can win against a Mantis one-on-one! For a ship starting out, and having trouble with boarders all of a sudden, often a good strategy is to shove your crew into the Medbay and drain air out of most of your ship. If the Medbay is the only room with air, boarders will fight you there. It's more nightmarish for your boarding strategies when the enemy has a Medbay. The instant an enemy crew goes below 25% health, they run and hide in the Medbay. Medbay-1 works fast enough to thwart a single Mantis, and Medbay-3 is stuff of madness as they return to fight really fast. Shoot the Medbay, or thoroughly overwhelm them with numbers to rip apart other systems to give time to then rip the Medbay. There are a number of blue choices that show up with a Lv2 Medbay, and even a few more for a Lv3 Medbay. If you stick to green sectors, adding Medbay power will likely get you a few extra crew to work with from these blue choices. 2. 7 ---------------------------- Clone Bay ---------------------------- Sometimes, the loss of a life is inevitable. While this system has trouble healing, and therefore makes this loss more likely, death is just a momentary sleep in this case. |Level| Off | Lv 1 | Lv 2 | Lv 3 | +-----+------+------+------+------+ |Scrap| | (50) | 35 | 45 | |Value| | 50 | 85 | 130 | |Time | Die! | 12s | 9s | 7s | Time until clone produced |Heal | 0 | 8 | 16 | 25 | Health restored per jump +-----+------+------+------+------+ Notable Augmentations: * Backup DNA Bank - Won't lose crew without power in your Clone Bay - Hacking - A Hacking Pulse will shut off this system. Any crew waiting to be cloned will likely be killed off forever. Destroying or ionizing the system to zero power has the same effect. When any of your crew dies, having this system will put them in a cloning state rather than permanently removed from your roster. With some power, the recently deceased, wherever or however they were killed, will reappear in the Clone Bay at full Health and some of their experience gone. - 3 Piloting This is how much experience is lost every - 3 Engines time a crew member is cloned. Of course, if -11 Shields they don't have that experience to lose, -13 Weapons it's merely set to zero. This experience - 3 Repair loss can undo some masteries, but it's - 1 Combat usually not long until it's remastered. Clone Bay will not duplicate a crew member who was aboard an enemy ship when either it or you FTL away. Even if, logically, they will die to your enemies, they are out of range (a full jump away) and your Clone Bay will simply not pick them up. Take extra caution if they're charging FTL. If multiple crew are waiting to be cloned, the Clone Bay will only restore one of them at a time. There is no form of "parallel cloning" taking place. If the Clone Bay has zero power, the dieing crew has a short grace period with which they remain intact before they are gone forever. It's real short, so make sure you pause to get the time to find power. Whenever you jump, the number of intact levels determines how much Health is restored. How much power you have in the system doesn't matter, all that's checked is how many undamaged levels is in the system. This system can't coexist with the Medbay. If you purchase a Clone Bay while you have the Medbay, the room containing Medbay will be replaced, holding the newly gained Clone Bay. Ah, a funny system. Crew used to be these things you try to keep alive, as they're the... Uh, life of your ship. If you have the Clone Bay, it's much tougher to keep them alive, as you can't heal them, but on the other hand, why do you need to keep them alive? They'll just come back, you know. Some events where you lose crew will no longer be scary. If the event suggests the crew dies somehow, they will come back intact, minus 10% experience. If it's due to some disease or they merely left the ship alive, then having the Clone Bay will not recover your lost crew. Regardless, if you know which event will result in what, or can reasonably guess what can happen, the "risky" choices are more viable. When boarding enemy ships, you don't have to pay as much attention to your ship weapons. If you "accidentally" blast the ship, well your crew did a good job distracting your enemies, and you are free to congratulate them the next time they step out of the cloning chamber. Low Health? You can't heal them anyway, let 'em die off. If you are regularly boarding, your crew will take damage. You don't have any great way to heal them back to full from 30 Health. If you have enough crew, you can cycle between boarders to give them a chance to heal over several jumps, but more likely you'll point them to an airlock and get a full health clone, minus one combat EXP, in return. Still, take caution when there's potential for the system to take damage. A single Hermes Missile later, and whoever you were hoping to get back is now gone. If you can ensure the enemy weapons can't hit you, or have the DNA Backup, this risk is greatly mitigated. Against an enemy ship with it, if you have a killer boarding crew, they should hopefully deal damage fast enough that the reviving process can't keep up with your fast slaying. If not, shooting the Clone Bay is probably your best bet. Failing that, destroy the ship itself. Let's see them clone back to life when there's no ship to hold them! Regardless, they can't heal, so any partial damage will stick around. 2. 8 ------------------------- Crew Teleporter ------------------------- Impossible to board without this handy device. A key system for anyone who plans to kill the enemy crew. Many times a fight gives better rewards if you can get the ship intact. |Level| Off | Lv 1 | Lv 2 | Lv 3 | +-----+------+------+------+------+ |Scrap| | (90) | 30 | 60 | |Value| | 90 | 120 | 180 | |Wait | No | 20s | 15s | 10s | +-----+------+------+------+------+ Notable Augmentations: * Zoltan Shield Bypass - Crew Teleporter ignores super shields * Reconstructive Teleport - Teleporting crew fully heals them - Hacking - A Hacking Pulse forces the system to recall its boarders, regardless of whether the system is on cooldown. There is no passive effect for simply powering the system, all use comes from its buttons. Click one, and select a room you'd like to use the Teleporter on. You may send your crew to the enemy ship, and any that are standing still in the room and without a destination will teleport to the enemy ship. They can teleport even if they are busy, such as repairs or fights, but they must not be moving or have a destination to another square. The number you can teleport at once is limited by the room's size, but you are free to send more after the cooldown finishes. You may also recall your crew from the enemy ship. Up to four crew can return to your ship at once. It doesn't matter what they're doing, even moving (unlike sending crew), so whether fighting in the ship or moving elsewhere, the recall will get up to four crew. It is possible to recall four crew from a 1x2 room this way. If the opposing ship is cloaked or has green super shields, teleporting is blocked. If your crew can't survive during the cloak, it might be a good idea to recall them before the enemy cloaks, or just destroy the Cloaking. It gets its cooldown timer by self-ionizing the system on use. Unlike an actual ion, power stays with this system, so however much Reactor power you used in this system, it's stuck there until the ion-effect is gone. Moving Zoltans in can still "push" the Reactor power out, as long as there isn't room for more power bars, as normal for a power lock. Crew can still take damage from fights during the teleport animation, but fire and asphyxiation hazards won't harm them during those short moments. They will also continue to repair or sabotage, but unless that tiny moment was enough, expect the system to be unaffected. Mind Controlled crew may be recalled as though they are on the side of whoever is using the Mind control. A key system in removing crew from ships for the related rewards of terminating the crew rather than the ship. While not strictly necessary for that type of victory, it's rather difficult without this or a select few weapons. Of course, this requires some resource to work: Your crew. If you only have three crew, boarding will be painful, much more so as you reach later sectors. A ship of eight crew will have plenty of people to fight with, whoever the eight may be, and can usually control the battle quickly. Mantises are fast and deadly, Rockmen can take hits, Lanius drains the air right out, and Crystals have a secret power to temporarily seal off doors. Humans and Slugs are still workable boarders in their own right, and even the fragile Zoltans have a surprise on death, and Engies can still serve to interfere with their enemies on important tasks. Of course, boarding carries obvious risks to your crew. Lose one, and good replacements are usually hard to come by. Unless you have a Clone Bay, then replacements will be right with you in a few moments. There is a pretty harsh learning curve to boarding, so beginners will have a lot of trouble starting, as losing crew while learning is rather punishing. While the Crew Teleporter is a requirement for any sorts of boarding strategies, there is enough to explain that putting it all here would clutter up this text far too much. You will have to look elsewhere for a full boarding guide. Still, sending your crew means the enemy must deal with your crew. This takes them away from manning systems, or even away from important repairs. Even if your crew are not even close to slaying the enemy's crew, they can still make a valuable diversion while you destroy the ship (and watch your crew step out of your Teleporter or Clone Bay, I hope). In any case, those who are able to keep track of all the chaos, know how to pause like a paranoid freak, keep things running smoothly on your ship, remembering you have ship weapons to point at the enemy ship, notice the enemy has only 2 Hull remaining, and what damages it all... This thing is a powerful, powerful investment to make. You have a lot to track already, and this one system doubles it, but once you are comfortable, your battles should go rather smoothly. 2. 9 ---------------------------- Cloaking ----------------------------- Greatly improves Evade and freezes enemy weapon charge while active. A powerful defense against missiles and huge laser volleys, as well as more time to survive further attacks. |Level| Off | Lv 1 | Lv 2 | Lv 3 | +-----+------+------+------+------+ |Scrap| |(150) | 30 | 50 | |Value| | 150 | 180 | 230 | |Time | No | 5s | 10s | 15s | +-----+------+------+------+------+ Notable Augmentations: * Stealth Weapons - Firing weapons do not reduce cloak time. When you initiate a cloak, you get a flat 60% Evade that can't be reduced by any means, short of interrupting the cloak. This 60% Evade is separate from your Engines Evade, which can be reduced by not having a pilot available. Furthermore, during the cloak, enemy weapons and artillery systems will not charge. Your Cloaking will delay their weaponry for as long as it lasts. This means if they're not already firing, they won't shoot at you in mid-cloak, but asteroids have no trouble flying at your ship regardless. Don't worry, asteroids have to deal with your boosted Evade. Crew Teleporter does not function versus a cloak. Your own cloak does not interfere with your own Teleporter. Mind Control will work versus a cloaked ship, but you must be able to see the rooms within (such as having boarders inside the ship). The enemy has no such restriction. Hacking can't land on a cloaked ship (it will halt in place until the cloak wears off), but if attached already, there's nothing stopping a Hacking Pulse. If you fire any weapon other than beam weapons, this will reduce the cloak timer. I still need to check the changes to the mechanics of weapons and Cloaking, as I spot my Ion Charger reducing cloak time on a per shot basis rather than per volley. The cooldown timer is 20 seconds, due to it ionizing itself with four ticks of ion. The power left in Cloaking is stuck there until the ion effect is over, although clever use of an Ion Bomb or Zoltans will allow you to pull power out. This... Wow, it's a powerful defensive system. It gives a very handy protection against missiles and scary-big volleys of lasers and especially flak. It also gives your Shields time to recover from that enemy's Ion Blast II, if you find yourself overwhelmed by it. There are two basic ways to use this system: Cloak-Dodge - Activate cloak after the enemy fires some threatening weapons you'd rather avoid. Since the enemy just fired its weapons, they're back to zero charge, and you most likely avoided the projectiles it launched at you. This is the main way to use it once you get it. Cloak-First - Activate cloak immediately after combat starts, or the rare occasion you'd rather delay something instead of dodging it. Stealth B will want to do exactly this once it gets Cloaking-3, in order to stop relying on its spotty Evade. Also useful against that enemy's Glaive Beam when you don't have your third layer of Shields. However its used, it gives a lot more time to deal with the enemy. Even without Stealth Weapons, you still have drones, Hacking, Mind Control, your boarding teams, FTL charge time, a chance to repair your systems, the power to stop the enemy from recalling their boarders, and your weapon charge time. It's possible to get 100% Evade thanks to Cloaking. You need strong enough Engines to get a perfect Cloak-Dodge for this. Here's what sort of crew you'd need for it based on Engines: Engines-4 - Master Engineer and Master Pilot Engines-5 - Pilot and Engineer, one of whom is Mastered (yellow) Engines-6 - Pilot and Engineer, one of whom is Skilled (green) Engines-7 - Master pilot, or untrained Pilot and Engineer Engines-8 - Untrained pilot. If you do have perfect dodge, then you should have no fear keeping your Cloaking on standby when you see a threatening laser volley coming at you. Pause the game like a paranoid freak, and if you see that the lasers completely removed your Shields, go ahead and cloak to stop the rest. If the volley missed enough times anyway, you saved your cloak for a better time. Good for you. This system gives you a lot more time to deal with the enemy weapons before they have a chance to make a threatening shot at you. Once you learn enough about FTL, and know how to really fight, the system is less of an alternative shield and more a way to completely crush attrition. Even the ASB is thwarted if you cloak before that deadly shot fires. Oh, and the enemy Mind Control can hit one of your crew while you're cloaked, but you have no such capability when the enemy cloaks and you have no crew there. The ASB is determined to hit or miss as it fires, not as it approaches the room, so make sure you cloak sometime after the warning comes up. 2.10 ------------------------- Artillery Beam -------------------------- A potent weapon-system found only on Federation ships, this pierces all normal Shields and never misses. Many accidents have been known to happen to boarder teams, however. |Level| Off | Lv 1 | Lv 2 | Lv 3 | Lv 4 | +-----+------+------+------+------+------+ |Scrap| | ? | 30 | 50 | 80 | |Value| | ? | 30 | 80 | 160 | |Wait | No | 50 s | 40 s | 30 s | 20 s | |Speed| No | 1.2x | 1.5x | 2.0x | 3.0x | (Shots per minute) +-----+------+------+------+------+------+ Notable Augmentations: * Automated Re-loader - Affects charge time of Artillery weapon Weapon Pre-igniter has no effect on this system. Crew has no effect on charge time (no station). Will train your crew manning the Weapon Control anyway. When active, the beam charges up on its own, and when fully charged, will strike the enemy ship (whether you want it to or not!), in a line, starting from one random room and ends at the furthest room from that one. Damage dealt is one per room, and pierces shields like a missile. As a beam, evade does not work against it. The only things that can stop this weapon from damaging the enemy ship are the green super shields or losing this system before it fires. Actually, the super shields will also take two damage from this weapon, so even there it's temporary. Only a Shield drone gives a "perfect" defense, but in that case, just fire your conventional weaponry to knock it down. Changes in power will retain percentage charge. In other words, if you spent 10 seconds charging it at level 4, it's now 50% charged, and reducing power to 1 means you only need 25 more seconds for it to fire, not 40. If unpowered, it will quickly lose charge, much like normal weapons. Fast enough to go from full charge to zero in 10 seconds. Although a weapon-system, it takes a system slot like any other system. Keep this in mind as you find your next store, and pick your systems wisely. 50 seconds of charge time takes a very long time. Even early on, your Burst Laser might do the job well enough. However, having this means you can invest heavily into defense, as no matter what the enemy has, even a Lv1 Artillery Beam will deal damage to them. At level 4, 20 seconds charge is respectable. Unlike other weapons, this can be partially powered, and taking some damage to this system won't remove the charge like the Glaive Beam of DA-SR 12. Charge is only lost if the system goes all the way down to zero power. A common mistake players make is sending a boarding team to the enemy ship and keeping this system powered. Again, once it charges, it fires, whether you want it to or not! Unlike other weapons, you don't go through the process of targeting this system, so it's a jarring experience to see something fire without you having told a weapon to do so. Destroying the enemy ship with your crew on it happens to many players. 2.11 ------------------------- Flak Artillery -------------------------- An odd weapon-system for Federation C. With a dedicated system for a flak shot weapon, this opens up more room for other weapons to take advantage of the Shields stress. |Level| Off | Lv 1 | Lv 2 | Lv 3 | Lv 4 | +-----+------+------+------+------+------+ |Scrap| | ? | 30 | 50 | 80 | |Value| | ? | 30 | 80 | 160 | |Wait | No | 50 s | 40 s | 30 s | 20 s | |Speed| No | 1.2x | 1.5x | 2.0x | 3.0x | (Shots per minute) +-----+------+------+------+------+------+ This acts like the Artillery Beam in every way except one: What it fires. This artillery system fires a 7-projectile flak to the enemy ship, targetting random rooms. There's no guarantee that each projectile will hit a room tile, but it appears to pick seven destinations, with deviance rules similar to Flak I around room centers. There are problems with this being the only ship-to-ship weapon of Federation C. Namely, the fact you're taking a beating before your ship can provide some unaimed cover fire for your boarders. You're probably better off attempting to retreat from anything with a green shield. Still, this is a Flak shooter without taking up a weapon slot. If you get Federation C going, this means you can use beams more readily, as you have seven projectiles flying every so often. Or if you find a pair of Flaks II around, equip both and power up your weapons. You know you want to shoot 21 projectiles at once. Shields? What Shields? Unfortunately, it's a Flak shooter that uses a system slot. With the Crew Teleporter already installed, that leaves you only one slot free for a system. Pick one: Drone Control, Cloaking, Mind Control, or Hacking. You're not getting two. Unlike the Artillery Beam, the Flak Artillery can miss. It isn't shooting beams, after all. It's more meant as a potent support to make Shields more easily ignored rather than a damaging weapon on its own. And since it's Federation C, don't worry about destroying the ship with your crew on it, as this ship has a Clone Bay. The Federation C is difficult to get going, though, so it's difficult to see the true power of a weapon-system that doesn't use the same levels as the Weapon Control. And like the Artillery Beam, it just doesn't feel that wonderful at any level other than four. 30 seconds is still a long time. 2.12 ----------------------------- Hacking ----------------------------- A small device used to get into the systems of enemy ships, where it can remotely interfere at a critical moment. It does have other passive effects, such as locking doors. |Level| Off | Lv 1 | Lv 2 | Lv 3 | +-----+------+------+------+------+ |Scrap| | (80) | 35 | 60 | |Value| | 80 | 115 | 175 | |Time | 0 | 4s | 7s | 10s | Hacking Pulse +-----+------+------+------+------+ Notable Augmentations: * Defense Scrambler - Stops defense drones. Now you can hack freely! * Hacking Stun - Stuns crew in room for pulse duration (also hits allies) -Hacking- A Hacking Pulse shuts down the enemy's ongoing Hacking (triggering cooldown if it was doing a pulse), and also has a chance to destroy the enemy's Hacking drone. When powered, a button is available. Click it, and select an enemy ship's room. After doing so, a special sort of drone will fly to the enemy ship. One Drone Part is consumed. You may hover the mouse over the room to see a quick tip of what a Hacking Pulse would do. Until it lands on the ship, it is vulnerable to stray shots and defense drones (Defense I, Defense II, Anti-Drone). This drone can't penetrate the green super shields, though if some show up after it lands, this does not prevent Hacking from applying its effects. Evade will not affect Hacking. It is important to note that, unless the drone is destroyed in flight, you can't change target room after the drone is deployed, so pick carefully, as once it goes, it's stuck for the entire battle. After it lands, a number of harmful things affect the room itself, as well as giving a different purpose for that same button, which now triggers a Hacking Pulse. What the Hacking Pulse does depends on what room it's attached to. A list of passive effects while the drone is powered: * Vision of the room is granted, as though you have crew in there * Power information of the room, stuff that Sensors-4 would reveal * Room's doors turn purple. o Allows boarders through, and blocks ship's crew like Doors-2 o Hacked doors do not reduce spread of fire o If broken, they will return to a closed state after auto-fix * Prevents the system from being manned, negating crew bonus o Note that auto-ships still count the system as manned, however * Repair speed of the affected system is halved * Extra info if Weapon Control, Oxygen, Engines, or Piloting o Weapon Control - Weapon charge bars (Sensor-3 tells you this) o Oxygen - Air remaining across the ship o Piloting, Engines - Exact Evade percent Here's a list of systems and basic info of a Hacking Pulse: * Shields - Remove charge off the current layers over time * Engines - Shuts it off. (Zero Evade, FTL charge halts) * Oxygen - Quickly remove oxygen (at x5 rate) * Weapon Control - Remove charge off of weapons over time * Drone Control - Stuns existing drones, possibly destroying them * Medbay - Damages ship's crew inside the room (boarders are safe) * Clone Bay - Shuts it off. (Bye, potential clones) * Crew Teleporter- Forces boarders to be recalled, ignoring ion timer * Cloaking - Cancels an ongoing cloak * Artillery - Remove charge off of weapon-system over time * Hacking - Cancels an ongoing Pulse, possibly destroying the drone * Mind Control - Cancels ongoing Mind Control, and controls an enemy * Piloting - Shuts it off. (Zero Evade, FTL charge halts) * Sensors - Shuts it off. (Minimal vision. Rather underwhelming) * Door System - All doors in the ship turn purple * Backup Battery - Cancels ongoing power, and removes 2 Reactor power During a Hacking Pulse, any Reactor power in the system is also locked, as if under an ion effect, preventing redistribution of power. If you need further details, go to the subsection where I explain the system. Putting all the in-depth explanations here would clutter up the text here greatly. The one-line descriptions will have to suffice here, sorry. This handy thing has many uses, and since Evade can't stop it, that makes this system a pretty reliable way to ruin an enemy's system. Be careful which one you select, though, as you won't be able to change your mind later. Good systems to target usually include Shields, Engines, or weapons. If you lack weaponry to even have a chance at all against Shields, or need to give your beams some help, hacking Shields is helpful. If you have missiles, bombs, or a large laser volley, Piloting or Engines are a better choice. Hacking weapons is a very defensive choice. If it's one Augmentation you want, it's Defense Scrambler. That handy thing means only green shields and Cloaking can prevent you from Hacking immediately, and those are usually only temporary, unlike Defense Drones. Engi C starts with it and Hacking. Go nuts! 2.13 -------------------------- Mind Control --------------------------- A frightful system that robs the victim of their own free will, with a potential to even summon an unknown reserve of strength as they fight their own friends to the death. |Level| Off | Lv 1 | Lv 2 | Lv 3 | +-----+------+------+------+------+ |Scrap| | (75) | 30 | 60 | |Value| | 75 | 105 | 165 | |Time | 0 | 14s | 22s | 30s | How long they are controlled |HP+ | 0 | +0 | +15 | +30 | Added to maximum and current Health |Power| 1x | 1.0x |?2.0x |?3.0x | Damage boost of controlled crew +-----+------+------+------+------+ Notable Augmentations: * Zoltan Shield Bypass - Mind Control works through Zoltan Shield - Hacking - Shuts off ongoing Mind Control (triggering cooldown if it was running) and additionally controls an enemy crew for the duration of the pulse. (By enemy, I mean whoever's the enemy of the one doing the hacking) Has no passive effect when powered, only has use while active. Click the button, then select a room whose crew you wish to turn to your side. It will only bring one crew to your side, but it will reset any partial repair progress if that was the only crew in the room. Zoltan Shield blocks Mind Control. A Zoltan Shield Bypass will work for Mind Control, ignoring the green super shield. If the super shield is restored (Shield drone?), it does not interrupt an ongoing Mind Control. Interestingly, Cloaking will not block Mind Control, provided you have crew or crew drones on the ship in order to reveal rooms within. You can only select a room where you can see crew. Possible ways to see the room include the following: * Sensors-1 (for your own ship) * Sensors-2 or man Sensors-1 (for the enemy ship) * Have a Slug crew member (red shadows are valid targets, good for nebula) * Have Lifeform Scanner Augmentation (good for nebula) * Have your crew in the room * Have one of your crew drones in the room * Use Hacking on the room * Send a bomb (before it blows, you see the room it hits) You can't use Mind Control on a room where you have no vision in. Nebulae makes it difficult to use Mind Control, unless you have a Slug or a certain Augmentation. If you even have a bomb weapon, that can be used for a rather brief vision, which is still enough to use Mind Control. The enemy has no such vision restriction -- They can always hit your crew with Mind Control, regardless of which room or the fact you're in a nebula. Even Cloaking is no barrier. Crew under Mind Control are controlled by the AI -- Although it acts much like friendly crew in many ways, you can't order a mind controlled crew. They will select a destination in exactly the same fashion as what your enemies typically do, except that it's attempting to do things to help you. Your crew can still gain experience under a Mind Control. It's not just fighting. They will also sabotage, repair, or man an available system. If low on Health, they can and will use the Medbay of the ship doing the Mind Control. All doors, blast doors and hacked purple doors alike, will open to them. (I still have to check if a special lockdown effect can stop them, but I suspect that it will) Somehow, Crew Teleporter can retrieve an enemy affected by Mind Control. It's a slow process, but you can use this to drag enemies into your ship where you have almost complete control to slay them away from their Medbay. You can use Mind Control to cancel out an enemy's Mind Control, by selecting a room where one of your crew is affected. They'll return to your control, and both yours and the enemy's Mind Controls will be on cooldown. Level difference does not matter -- Mind-1 will cancel Mind-3. Crew affected by Mind-2 or 3 will also deal greatly enhanced damage and recieve a little extra Health as well. It adds both to current and maximum Health, and when it wears off, the maximum Health returns to normal, maintaining current Health, whatever it happens to be, with it only going down to conform to the original maximum if it's that high. The duration of an ongoing Mind Control is absolute. If power is somehow adjusted (such as an ion or Zoltan), it will add or remove time in full chunks, rather than adjusting the duration as a percentage. If power is added to an ongoing Mind Control (Zoltan walks in is probably the only way), 15 Health is added to the controlled crew. Removing power does not reduce Health, unless they had more Health than the normal maximum. By walking a Zoltan in and out of Mind-2 or 3, you can heal the enemy crew as much as you like. The use of which is rare, but it will allow a way to prevent enemies from overwhelming the controlled, so as to delay or even prevent any repairs. Funny series of things this does. It's a powerful boarding aid, as rather than just two crew you have on their ship, it's two of your crew plus one of their own versus whoever is left on their ship. Even better, it is an "ally" who you don't care about losing, as he's not yours anyway. Even without a Crew Teleporter, Mind Control can really ruin their attempts at repairing systems. Spot those Engies on their weapons, getting that unwanted Flak II back up? Mind Control one of them. You can be sure that weapon will stay down for a lot longer. Even better with fire. The damage output is apparently rather frightening when it is level 3. It's still only one crew, and they still do sabotage damage at exactly the same rate as one boarder, but if you can get them into a fight, wow is it a scary thing. If the ship lacks Medbay or Clone Bay, Mind Control can usually bring them down to one crew over time. Even with these medical systems, a lot can be accomplished as the crew are busy dealing with one you just controlled, and sometimes you can even bust up the medical unit with your weaponry. Plenty of shooting or possibly bombing can get that last guy for you. It's really difficult getting it to work in a nebula. No Sensors means you can't control anyone without something in the room to reveal an enemy. This is not an issue if you have a Slug or Lifeform Scanner, but keep in mind your options. Crew Teleporter, Hacking, Boarding Drone, or even a bomb (a rare offensive use of Repair Burst) can be used. Mind-1 is enough to have an unattended crew do one system damage to whatever room they're in, barely. If you are hit by Mind-1 (you can tell because they don't have boosted HP), bring someone momentarily into the room, wait about two seconds, then leave. No system damage. Hah. Being hit by higher levels is less friendly. Ways of countering this system includes using it as your Hacking target (and lose its benefit elsewhere), using your own Mind Control to cancel it out, or just shoot the thing. Trying to prevent system damage without losing any crew versus Mind-3 can lead to tears after a lapse in attention. It's seen as a "weak" system, as it doesn't strictly boost your ship-to-ship offense, protect you from their weapons, or ruin one of their systems, but it has earned a spot as a system worth getting. It is a powerful Teleporter aid, a great repair interference, and gives a decent chance to terminate crew if you've got the time to spare. 2.14 ---------------------------- Piloting ----------------------------- The place where the ship is steered. Without someone here, you can't escape, and you really shouldn't expect to dodge many attacks. But a distracted pilot is still a pilot. |Level| Off | Lv 1 | Lv 2 | Lv 3 | +-----+------+------+------+------+ |Scrap| | .... | 20 | 50 | |Value| | 0 | 20 | 70 | |Eva/?| No | None | 50% | 80% | +-----+------+------+------+------+ |Who is it|Evade| This subsystem can be manned. The bonus +---------+-----+ applies when the crew isn't busy. |Real busy|+ 0% | |Untrained|+ 5% | The ship is piloted if someone is in the |Skilled |+ 7% | room, even if there's a breach, fire, some |Mastered |+10% | boarders, or currently moving somewhere. +---------+-----+ There's just no pilot *bonus* then. -Hacking- Identical to the effects of Engines, other than which room on the ship is affected. However, a manned Piloting doesn't speed up FTL charge, while a manned Engines does, so the Hacking's passive effect does a slightly better job on the Engines, by getting rid of the manning bonus to FTL charge. Piloted : Unpiloted ---------------:------------------ Full evade : Evade depends on Piloting level FTL charging : FTL charge frozen May jump : Can't jump, even if fully charged The ship is piloted if: * The piloting subsystem isn't disabled (at least one powered level) * You have at least one crew member in the room * Engines has at least one power * Piloting or Engines aren't currently affected by a Hacking Pulse When this room doesn't have a pilot, only a portion of the Evade from Engines (and engineer bonus) applies. The 60% bonus Evade from an ongoing cloak is unaffected by lacking a pilot, so even if Piloting is destroyed, you can at least ensure 60% Evade that way. It doesn't matter if the piloting station is manned. As long as you have someone in there (perhaps busy with boarders or repairs?), and Piloting isn't destroyed, you have full Evade from Engines, FTL is charging, and once charged, you can jump. Being busy just stops the pilot's bonus (+5 +7 +10). You usually do not want to upgrade this subsystem. You are nearly certain to always have a pilot in the room, so the benefit of higher levels is rarely seen. Even in the odd case where you don't have a pilot, having only 80% of your usual evade (70 Scrap, too) is still worrisome. Still, Lv2 might be desirable. Not because of the 50% Evade, but because of one extra damage before you lose all evade. And for those who explore nebulas, there is an event that uses this for a blue choice. It's 20 Scrap, you might feel the loss, but if you dodge that missile while your pilot is busy repairing, it payed off well. Boarding the enemy Piloting in an attempt to stop their FTL won't work. Boarding the enemy Shields in said attempt will have more success. This is because boarders in Piloting will convince enemies to go there to stop your boarders, which by having crew in Piloting, means the ship is charging FTL. You want them out of Piloting, not in there. However, shooting the enemy Piloting is usually more effective than shooting the Engines, as it can't have more than 3 levels to destroy, unlike Engines. 2.15 ----------------------------- Sensors ----------------------------- Useful to see just what's going on. Knowing what's going on in your ship is nice. Knowing what's in your enemy's ship is comforting. Knowing your enemy's systems is grand. |Level| Off | Lv 1 | Lv 2 | Lv 3 | Lv 4 | +-----+------+------+------+------+------+ |Scrap| | (40) | 25 | 40 | - - | |Value| | 40 | 65 | 105 | - - | |Info | Crew |Yours |Theirs|Weapon|Power | +-----+------+------+------+------+------+ The Sensors can be manned. This will increase the effective level of the system by one. This is useful whenever you need more information at the time. There is no associated skill, manning is at its full effectiveness from the start. Notable Augmentations: * Lifeform Scanner - See red "shadows" of enemy crew without Sensors - Hacking - Hacking Pulse shuts off Sensors. Rather underwhelming. Enjoy every moment your enemy choses to hack this subsystem. When disabled, you only see what your crew sees, including friendly drones (they have cameras transmitting the info). Slugs can see more, with enemy crew showing as red shadows in unsighted rooms, as well as vision of adjacent rooms. For some reason, you can see the status of enemy doors, such as level and moments the enemy crew are walking through one. At level 1, you have full vision of your ship's rooms. Useful for spotting fires or figuring out where boarders are. Even without this level, you can spot rooms in trouble from small red icons over your system power indicators. Not as obvious as seeing it on the ship layout, but this fact makes Sensors-1 less useful. At level 2, you have full vision of rooms in the enemy ship as well. This helps to identify what the enemy crew is and how many, and also what they happen to be doing. Makes boarding less scary, because you know more about what you're getting into, though not necessarily much easier. It's also needed for Mind Control to work, if you have no alternative means of seeing where enemies are. At level 3, the charge of enemy weapons is revealed. Usually, the graphics of the weapon gives you an idea, but some (such as bombs) do not clue you in, and the graphics are not as precise as these charge bars. Hacking the weapons will give identical information. At level 4, you also identify what the enemy is doing with their power. This even includes partial progress from fires, boarder attacks, and repairs, as well as the ion timers. It may not make you hit harder, but the info given by this sure is convenient. Hacking any system gives exactly this information for that one system. You don't quite know everything at Lv4 -- You do not see the enemy cloaking timer like you would with your own ship. But the self-ionizing effect after the cloak is seen. Sensors are always disabled in a nebula. You didn't need to see your own ship anyway. Spotting fires and breaches is more difficult this way, but if you listen closely, you can hear the twist of a hull breach, and you can hear the roar of an ongoing fire. Adds plenty of paranoia if you can hear your ship on fire, but only in systemless rooms, heh. Keep those headphones on, man. Keep the sounds playing. For whatever reason, a successful bomb you fire gives momentary vision like you have crew in there. Kind of a gutsy thing to do if you need to see what's going on in your own ship by bomb, but occasionally useful if you need to see if you've set fires on the enemy ship. Lv4 may not be necessary for anyone, but it's really nice to know some of the exact details. Mostly to do with ions. If you use decent ions, this lets you know just how ion'd the enemy is, and lets you get better information where ions are needed. Also helpful to know when boarding an Auto-Scout, since they may cloak and ruin your boarders as they die from lack of air. There are a few blue choices for Lv2, and several more blue choices in nebula beacons for Lv3. There is some overlap with the Long-Ranged Scanners if you happen to have those. 2.16 --------------------------- Door System --------------------------- Open. Close. Critical for directing air in (or out of) your ship. Tougher doors will greatly slow fires and boarders, allowing an airless environment time to negate the threat. |Level| Off | Lv 1 | Lv 2 | Lv 3 | Lv 4 | +-----+------+------+------+------+------+ |Scrap| | (60) | 35 | 50 | - - | |Value| | 60 | 95 | 145 | - - | |Doors|Stuck |Simple|Blast |Strong|Absurd| |Time | No | No | ??s | ??s | ?18s | Time to block one boarder +-----+------+------+------+------+------+ The Door System can be manned. This will increase the effective level of the system by one. This makes it (more) difficult for enemy boarders to traverse your ship. There is no associated skill, no "level ups" to worry about. - Hacking - Any room the Hacking drone attaches to will always lock its doors with a lovely purple hue. It does not have to attach to the Door System to do this. However, a Hacking Pulse on the Door System will turn all doors on the ship purple. These hacked doors will freely allow boarders to go through, and the ship's crew must break through them. When disabled, you can't open or close doors. Nasty if you have opened some doors and airlocks to important systems, such as... Say, access to the Door System to repair it. All crew can still travel freely through closed doors. At level 1, you can open and close doors. This is only helpful to direct air around, such as getting rid of it to help remove fires and enemy boarders elsewhere, or to spread air into needed rooms while your Oxygen is off. Keep closed if not using 'em in case the subsystem is damaged. Higher levels turn them into Blast Doors. These grey doors greatly slow the spread of fires and boarders. If closed, boarders must first break through it, with higher levels making them take longer. More boarders will break through faster. When broken, the door is treated as open, and is unresponsive to your control, fixing itself after around eight seconds, where it defaults to being open. Since v1.5.4, even enemy doors stay open after first break, so if you do find reason to break a few, you'll have passage for the rest of the battle. I suspect this is unintended and will be fixed sometime in the future. Maybe. Hacked doors act as Doors-2 versus the ship's crew, freely allows boarders to pass, does not block spread of fires, and when broken, will automatically close when "fixed". Such doors are never under control to open or close by the player, regardless of which ship it is. When this is ionized, you can't open or close doors at will. Almost as if even one level of ion is enough to make the effective level zero, even if the subsystem is higher. When jumping from a safe condition (music is calmer), blast doors regain their "hit points," so any previous damage done will not stick around for the next boarder to abuse. Upgrading this subsystem is great for beginners. When dealing with boarders, you usually want to drain air from rooms they're in so as to direct them into other rooms. By having blast doors they need to break down first, their attempts to escape airless rooms will leave them pounding at the door taking damage all the while. It's handy, but not essential for experts. They'll know exactly when to direct their own crew into a fight with enemies or how to lead enemies to the Medbay in a hurry. Besides, if you happen to have spare crew handy, man the thing and you've got some tough doors. 35 Scrap is not to be spent lightly. Enemies rarely have this subsystem at levels 2 or 3. It's a potential nightmare for boarding strategies, and very easy to forget to check if they have blast doors due to rarity. Blast doors make it nearly impossible to dance your boarders across rooms to keep them alive in some emergencies. Though, first break through a few, and dance all you like now. 2.17 ------------------------- Backup Battery -------------------------- You've neglected your Reactor. You enter a plasma storm. The need for better systems leaves a rather slim Reactor. This fine battery will add a little extra kick for your ship. |Level| Off | Lv 1 | Lv 2 | +-----+------+------+------+ |Scrap| | (35) | 50 | |Value| | 35 | 85 | |Power| 0 | +2 | +4 | +-----+------+------+------+ Notable Augmentations: * Battery Charger - Cooldown reduced to 10 seconds (down from 20) - Hacking - A Hacking Pulse instantly shuts down the battery (and triggers cooldown if it was running), and also reduces Reactor power by 2 on top of that for the duration of the pulse. You are advised to figure out what systems you do not need until the Pulse is over. A clicky button is available. Click it, you want to. This adds two or four power to your Reactor. It lasts 30 seconds before going into cooldown, usually 20 seconds long. When distributing power, the battery-based power is given a colorful border, representing which systems will lose power once the battery's effect ends. These bordered power bars are the last to be distributed into a system and the first to be removed when you are allocating power. If a Zoltan walks into a maxed out room, Battery power is "pushed" out before Reactor power starts getting affected. Unlike the Reactor, a plasma storm does not reduce the effectiveness of a Backup Battery. The two or four power granted by this subsystem is a great boon in such an event, as two levels of Reactor costs a lot and only gives one power in this case, but a level of Battery always gives two. I appreciate the existence of this subsystem. Not merely because it gives added power for pretty cheap, but because new players will actually be more likely to avoid that "max out Reactor to power all systems at all times" mentality. If they do that, they waste this subsystem, not to mention lose a lot of Scrap into the black hole of the Reactor. 30 seconds of power is a lovely amount of time. Much of the battle will pass by the time the Battery ends. There's a good chance you're either at a handy advantage or looking to simply retreat by then. If it's still a struggle for some advantage, how wonderful! You get to learn power management! Just in case the battle does last that long, or your Battery gets shot, and you still need some key systems powered, some systems are better choices for your battery power. Good ideas | Bad choices ---------------+-------------- Engines |Shields Crew Teleporter|Weapon Control Oxygen |Artillery (unique Federation weapon-system) Medbay |Clone Bay Drone Control |Drone Control's Hull Repair Drone Mind Control | Hacking |using the Battery on "temporary" systems means it Cloaking |won't last beyond the Battery's remaining life. In some cases, if a system shuts off unexpectedly because your battery shut off, nothing bad happens and you can just redistribute power. In others, your Shields just went down, your weapons lost their charge, the clones you hoped to get suddenly die off, or your other systems disabled themselves around half a second after you clicked them on, and now you have a 20 second cooldown to wait. Still, if you know your Battery will last long enough for your Hacking, Mind Control, or Cloaking, the ion lock cooldown won't interfere once your Battery runs out. Though, in the case of Hacking, an unpowered Hacking doesn't do its nifty passive effects, ion lock or not. But replacing just one Battery power with Reactor power keeps passive effects after your Battery runs out of time. It's a cheap power boost. Purchasing the system is worth two Reactor, yet the price is cheaper than any two of Reactor-6 to 10. The upgrade to level 2 costs similarly to two bars out of Reactor-11 to 15. Main advantage here is the Battery is at its full effect in a plasma storm, with drawbacks being the 30 second timer and vulnerability to weapons fire. 2.18 ----------------------------- Reactor ----------------------------- Needed to power systems. It is tempting to keep all systems powered all the time, but before you know it, you just spent lots of Scrap on it and find out your systems are too weak. +-------------+-------------+-------------+-------------+-------------+ | 5:30 ( 0) | 10:20 (100) | 15:25 (225) | 20:30 (375) | 25:35 (550) | | 4:30 (-30) | 9:20 ( 80) | 14:25 (200) | 19:30 (345) | 24:35 (515) | | 3:30 (-60) | 8:20 ( 60) | 13:25 (175) | 18:30 (315) | 23:35 (480) | | 2:-- (-90) | 7:20 ( 40) | 12:25 (150) | 17:30 (285) | 22:35 (445) | | 1:-- (---) | 6:20 ( 20) | 11:25 (125) | 16:30 (255) | 21:35 (410) | +-------------+-------------+-------------+-------------+-------------+ You need power to make use of the ship's systems. A Zoltan will add one power to a system of whatever room they reside in. Subsystems run by their own power, and in the odd case where they aren't at full power (ion effect), a Zoltan can't add power to a subsystem. Plasma storms will reduce Reactor power to half, rounded up. Keeping an odd-numbered Reactor power is slightly more valuable due to this if you like flying to nebula beacons. Power is removed at random from various systems in order to meet your halved power, including Shields, a bad time to come across an Auto-Assault with some anti-ship drones, so power down other systems when going in. Backup Battery is not affected by these plasma storms. This means that in this particular case, one level in the Battery is as valuable as four levels in the Reactor. Most other cases don't invovle plasma storms, but at least the pain of plasma storms is rather dulled with a Battery. Unlike actual systems and subsystems, the Reactor does not have a room associated with it. This means that the Reactor itself can't take damage from attacks, Hacking can't target it, and it will always run at full capacity, aside from unusual situations (plasma storm, hacked Backup Battery). It is not possible to have all systems fully powered in a maxed-out ship. Maximum is Reactor-25, the total levels of all systems range from 39 to 45, and even with Battery-2 and eight Zoltans, you're only getting 37 power. On the other hand, if you do have enough system levels that Reactor-25 can't fill 'em all, the game is going really well. However crucial the Reactor may be in keeping your systems working, it's usually a very bad idea to save Scrap just because you can't also afford a Reactor upgrade. Buff up that system already if you think you need it, get the extra power later when you can finally afford it. Take it from other systems as the situation demands it. Reactor upgrades are actually pretty expensive. The total value of Reactor-25 is greater than Shields-8. If you don't need it, don't upgrade the Reactor. It takes some time before you get a feel on how much power you really need, but good practice comes from flying straight into plasma storms or aiming for a certain Zoltan ship achievement. Oh, don't fear plasma storms. Picking beacons outside of a nebula has a risk of asteroids, flaring suns, or especially those blasted ion pulsars, each of which should scare you you anyway. The fact a plasma storm is a hazard you can't find elsewhere shouldn't be the sole reason why you evade nebula beacons. After all, there's no other hazard in there. O|+--+ +--+~=+--+^^+--+\ / \_/ \_/ \_/ \_/ \_/ \_/ \ /+--+^^+--+=~+--+ +--+|O 3|##|'.|&&|[]|**|CG|..| v BUGS AND GLITCHES v |..|CB|**|[]|&&|.'|##|\- --+##+--+&&+--+**+--+..+-------------------------------+..+--+**+--+&&[BGL10]-- These glitches are confirmed to exist in v1.5.10, and I'm calling them glitches because, quite simply, there's nothing intuitive about it. If new versions come out, I expect them to be fixed. Don't expect these tricks to remain. 3. 1 --------------------- Failure Hack Teleporter --------------------- When a Hacking Pulse affects a Crew Teleporter, it is supposed to recall boarders sent by that ship. However, if the system has zero power in it, this recall will not happen. Furthermore, if the system had an ion lock, it does not anymore, allowing the affected ship to send boarders much earlier than expected... After breaking through those purple doors, anyway. This is often to the player's advantage, if Zoltans or an Ion Bomb are involved, but if you have Teleport-2, you might want to see if you can remember to remove power to it so that the Hacking Pulse doesn't recall your boarders. 3. 2 --------------------- Enemy Open Door Policy ---------------------- Since v1.5.4, doors default to an open state when they are broken. While it is convenient for the player ship when it come to asphyxiation tactics, and avoids those times where the enemy boarders manage to break a system or two, this also affects the enemy ship. Think about it. Enemies never open or close doors on their ship. When you break a door on their ship, it defaults to the open state when auto-fixed, and since the enemy never manages doors, it ain't ever closing again. This effectively gives free access after breaking their door the first time. Obviously, this doesn't ruin you (your doors are under your control), so it's clearly in player's favor. Hacked doors default to being closed, if you were worried about that. Those purple doors in the enemy ship will block them again sometime in the future. 3. 3 --------------- Auto-ship's Anti-hack Auto-manning ---------------- A Hacking drone is supposed to prevent the system from being manned. It does work quite well against a ship with actual crew, as the terminal is unresponsive and the crew bonus is negated. However, an auto-ship ignores this effect of Hacking and keeps the basic crew bonus regardless. This is most visible when you send Hacking to Engines, as you will see you hacked that Engines-5, but why does the ship have 35% Evade, not 30%? You might think that nothing can turn off this auto-manning. This is not true -- Do one damage to that Engines-5, and you will see Evade drop to 25%, which suggests the ship is no longer manning the Engines (and still has +5 pilot bonus). You can't really stop this base level auto-manning with Hacking, but it is stopped by other sources. This does feel inconsistent, and is slightly detrimental to the player. Of course, a Hacking Pulse still puts a stop to the system. 3. 4 --------------- Pre-igniter Pre-charge Preservation --------------- The Weapon Pre-igniter does more than give your active weapons one full charge after a jump. It also makes the game forget to remove charge off your inactive weapons. Steps to see it in action: * Get yourself a Weapon Pre-igniter (alas, a rare Augmentation. Sorry) * Charge up some weapons fully * Pause the game * Remove power to charged weapons, and power up some others * Now jump to another beacon. The inactive weapons retain their charge! And if you had multiple charge weapons, they will begin the battle with all their charges from the inactive state, minus several moments of charge time. This is unlike the usual case, where an active multiple charge weapon only gets one of their charges from the Weapon Pre-igniter. Now, to make use of these charged inactive weapons, fire the ones you've got, turn those off, and quickly activate the mostly charged inactive weapons. In effect, this allows you to use up to twice your Weapon Control's level at the start of any combat. Not bad for a top-value Augmentation! O|+--+ +--+~=+--+^^+--+\ / \_/ \_/ \_/ \_/ \_/ \_/ \ /+--+^^+--+=~+--+ +--+|O 4|##|'.|&&|[]|**|CG|..| v CLOSING v |..|CB|**|[]|&&|.'|##|\- --+##+--+&&+--+**+--+..+-------------------------------+..+--+**+--+&&[CLO32]-- From this point on, I give details that have little to do with the game. If you wanted my strategies and tactics, look a little ways back up. It's pretty necessary to have this junk here. Regardless, some of these might be important to you at this time, so let's have it here. 4. 1 ----------------------------- Credits ----------------------------- beege_man - For looking through my unfinished FAQs and giving a few suggestions. Awesome. The GameFAQs message board is a great help to throw some ideas around. Clone Bay's rather short grace period is one of those that people went and chimed in about when I asked, so thanks to joefitts63 and MasterTurtle for chiming in. I generally thank more direct help in the progress of my FAQs. If I did refer frequently to other sources, I'd be thanking those too, but most of everything here was by my own experience. 4. 2 -------------------------- Contact Info --------------------------- It is difficult to contact me. I apologize. However, if you have a GameFAQs message board account, I can be contacted through that private message system. GameFAQs message board name: FatRatKnight As for E-mail, I seem to use it so rarely I ended up losing it again. Even if I did have one, whether it's a good enough way to contact me would be highly questionable anyway. I am pretty active on the message boards, and I don't mind a PM no matter how long it's been since I last visited the game. But I will guarantee a response within a few days if you send a private message to FatRatKnight through the GameFAQs message board. I am always ready to look back here. 4. 3 ------------------------------ Legal ------------------------------ Copyright 2014 Leeland Eric Kirwan This guide may *not* be reproduced under any circumstances except for personal, private use. Only www.gamefaqs.com may publicly distribute this file, until such a time that I give written permission to other sites as desired. Do not alter this guide, do not present it as the work of anyone else. CheatCC, or Cheat Code Central, will take special notice as a site *not* allowed to host this file. David Allison, owner of CheatCC, has infringed the copyright of many guides, with modifications in many cases to make it appear the author's intent was to have it hosted on CheatCC (or any sites owned by or affiliated with David Allison). I will raise awareness of this person's history here, in an effort to minimize any support for one who has taken so many guides. This has been apparently going on for more than a decade. 4. 4 ------------------------- Version History ------------------------- v1.00 - Initial release of this FAQ, for FTL v1.5.10 Short Version History. And thanks for reading... O|+--+ +--+~=+--+^^+--+\ / \_/ \_/ \_/ \_/ \_/ \_/ \ /+--+^^+--+=~+--+ +--+|O -/|##|'.|&&|[]|**|CG|..| v END Of FILE v |..|CB|**|[]|&&|.'|##|\- --+##+--+&&+--+**+--+..+-------------------------------+..+--+**+--+&&+--+##+--