FTL is an indie game released via Kickstarter platform crowfounding in September 2012. This game will put you in control of a spaceship designed to deliver an important message, while being hunted across the galaxy by terrible rebels!
DTGReviews guide will help you complete your mission with style and efficiency, recovering a maximum bonus on your way in helping civil perdition, and why not hunt the way some mantis, rockmen and pirates to seek justice in the galaxy!
Table of Contents
Type of vessel
Crew
Sectors and factions
Equipment
Drones
Weapons
Achievements
Tutorial a first portion
Tips
Type of vessel
Krestel Cruiser The Kestrel (type A):
Crew: Humans (x3)
Armament: Artemis and Burst Laser II
Drones: no
Energy and bonus: 8 missiles, drones and 8 0 energies
Increase: no
How to unlock this ship: you base this ship when you start the game He has two weapons, a laser and used to fire missiles and your crew will consist of three humans.
Red-Tail (type B):
Crew: Human (x2), Zoldan (x1), Mantis (x1)
Armament: Basic Laser (x4)
Drones: no
Energy and bonus: 5 missiles, drones and 8 0 energies
Increase: no
How to unlock this ship: release, you will need to make two of the three "achievements" linked to vessel Kestrel (type A). This ship will be more homogeneous with four crew members as well as four basic weapons.
The Stealth Cruiser Nesasio (type A):
Crew: Humans (x3)
Armament: Mini Dual Beam Lasers
Drones: no
Energy and bonus: 0 missiles, drones and 8 0 energies
Increase: Titanium Casing System, Long-Range Scanners
How to unlock this ship: you will need a Engi in your crew and then go to a Engi system where you must solve two quests (random encounter). You start with no missile in the ship and you will have a basic equipment but two weapons which increases for a single vessel: the titanium casing system.
DA-SR 12 (type B):
Crew: Human (x2), Zoltan (x1)
Weapons: Sword Beam
Drones: no
Energy and bonus: 0 missiles, drones and 7 0 energies
Augmentation: Long-Range Scanners
How to unlock this ship: release, you will need to make two of the three "achievements" linked to the ship Nesasio (type A). On this ship, you will have the penultimate game's most powerful weapon: Sword Beam.
The Gila Monster Mantis Cruiser (type A):
Crew: Mantis (x3), Engi (x1)
Armament: Small Bomb and Basic Laser
Drones: no
Energy and bonus: 16 missiles, drones and 7 0 energies
Increase: Mantis Pheromones
How to unlock this ship: ship to unlock this, you must go to a Mantis solar system with a teleporter. Happened in some random area you will find KazaaakplethKilik, a famous pirate ship. You will need to approach choosing the blue sentence scanning survivors and repatriating them in the infirmary.
The Basilisk (type B):
Crew: Mantis (x2)
Armament: none
Drones: Boarding and Defense Drone Drone Mark I
Energy and bonus: 0 missiles, drones 15 and 11 energy
Increase: Mantis Pheromones
How to unlock this ship: release, you will need to make two of the three "achievements" linked to the ship The Gila Monster (type A). This vessel is made of any weapon! Conversely, you'll have a drone to repair your ship you and another can approach the enemy ship.
Engi Cruiser The Torus (type A):
Crew: Engi (x2), Human (x1)
Armament: Ion Blast II
UAV Drone Anti-Ship Mark I
Energy and bonus: 0 missiles, drones 15 and 10 energy
Increase: Engi Med-bot Dispersal
How to unlock this ship: Just to unlock reach Sector 5 anywhere in difficulty and with any ship.
The Vortex (type B):
Crew: Engi (x1)
Armament: Heavy Ion Heavy Laser I
UAV Drone Anti-Personal, System Repair, System Repair
Energy and bonus: 0 missiles, drones 6 and 9 energy
Increase: Engi Med-bot Dispersal
How to unlock this ship: release, you will need to make two of the three "achievements" linked to the ship The Torus (type A). This vessel is unstoppable in all areas whether arming UAVs or increase but you only have one crew member!
Federation Cruiser The Osprey (type A):
Crew: Human (x1), Mantis (x1), Rock (x1), Engi (x1)
Armament: Laser Burst II, Artillery Beam
Drones: None
Energy and bonus: 5 missiles, drones 2 and 8 energy
Increase: No
How to unlock this ship: to unlock this ship, you will simply defeat the rebel flagship sector 8.
Nisos (type B):
Crew: Human (x1), Zoltan (x1), Slug (x1)
Armament: Dual Lasers, Leto, Artillery Beam
Drones: None
Energy and bonus: 9 missiles, drones and 9 0 energies
Increase: No
How to unlock this ship: release, you will need to make two of the three "achievements" linked to the ship The Osprey (type A).
Slug Cruiser Man of War (type):
Crew: Slug (x2)
Armament: Anti-Bio Beam, Breach 1 Dual Lasers
Drones: no
Energy and bonus: 15 missiles, drones and 8 0 energies
Increase: Slug Repair Gel
How to unlock this ship: ship to unlock this, you must have a Slug in your crew or a level 2 Sensors. You will then go into a constellation of Slug and Slug find a ship to attack. At the time of his surrender, choose "yes", it will give its load with an experimental weapon. Refuse the offer and prefer to take the information from its database. Later, you will encounter a quest. Go to this place you will then continue destroying a ship to finally unlock the Man of War!
The StormWalker (type B):
Crew: Slug (x3)
Armament: Healing Burst, Artemis
Drones: no
Energy and bonus: 25 missiles, drones and 7 0 energies
Increase: Slug Repair Gel
How to unlock this ship: release, you will need to make two of the three "achievements" linked to the ship Man of War (type A).
Rock Cruiser Bulwark (type A):
Crew: Rockmen (x3)
Armament: Artemis, Hull Missile
Drones: no
Energy and bonus: 28 missiles, drones and 8 0 energies
Increase: Rock Plating
How to unlock this ship: enter the galaxy Rockmen. You will find a vessel insulting you, answer him "or die trying", it will escape. A new quest will open on the map, go back to the ship and have a new pointer on the map. Appointment will finally unlock the Bulwark.
Shivan (type B):
Crew: Rockmen (x4)
Armament: Heavy Pierce I, Fire Bomb
Drones: no
Energy and bonus: 18 missiles, drones and 8 0 energies
Increase: Rock Plating
How to unlock this ship: release, you will need to make two of the three "achievements" linked to the ship Bulwark (type A).
Zoltan Cruiser The Adjudicator (type A):
Crew: Zoltan (x3)
Armament: Halberd Beam, Leto
Drones: no
Energy and bonus: 12 missiles, drones 2 and 5 energy
Increase Zoltan Shield
How to unlock this ship: enter the galaxy of Zoltan. You will find a peaceful ship, answer him, "Hear them out." A new quest will open the card, go ahead and answer "Attempt to hail" once there. Choose two peaceful answers: "Perhaps there Could be a reconciliation of our ideals without war?" and "True progress can only be Achieved without bloodshed."
Noether (type B):
Crew: Zoltan (x3)
Armament: Blast Ion, Ion Blast, Beam Pike
Drones: no
Energy and bonus: 0 missiles, drones 2 and 5 energy
Increase Zoltan Shield
How to unlock this ship: release, you will need to make two of the three "achievements" linked to the ship The Adjudicator (type A).
Crystal Cruiser Bravais (type A):
Crew: Human (x2), Crystal (x2)
Armament: Crystal Burst Mark 1 Mark 1 Heavy Crystal
Drones: no
Energy and bonus: 0 missiles, drones and 8 0 energies
Increase: Crystal Vengeance
How to unlock this ship, you will have to find a pod of survival. It will be in the following areas: Engi, or Pirate Rock. Then go to a Zoltan or Engi sector to find there Zoltan Research Facility for extracting a nacelle be Crystal. With this new crew member, a quest will activate territory Rock. You will not find a tag marked on the map that you can access the hidden world of Crystal. Once arrived in this world, a final tag will tell you where to find the famous ship.
Carnelian (type B):
Crew: Crystal (x3)
Armament: none
Drones: no
Energy and bonus: 0 missiles, drones and 8 0 energies
Increase: Crystal Vengeance
How to unlock this ship: release, you will need to make two of the three "achievements" linked to the ship Bravais (type A).
Crew
Race
Human:
Cost from a dealer 40 scraps.
Benefits and drawbacks: the human has no specific positive or negative capacity, making it the most balanced race |.
Engi:
Cost from a dealer 50 scraps.
Benefits and drawbacks: the Engi has the ability to repair two times faster. Conversely, his fighting skills are halved. |
Mantis:
Cost from a dealer 45 scraps.
Benefits and drawbacks: the Mantis has the advantage of having its damage doubled combat and a movement speed multiplied by 1.2. Unfortunately, it is also twice as fast to repair a ship. |
Rockmen:
Cost from a dealer 65 scraps.
Advantages and drawbacks: the Rockmen has the advantage of being immune to fire and have 150 life. Unfortunately, it has its speed divided by two. |
Zoltan:
Cost from a dealer 65 scraps.
Advantages and drawbacks: Zoltan has the advantage of powering the part of the ship where it is located. Unfortunately, it does not have in consideration that 70 points of life. |
Slug:
Cost from a dealer 45 scraps.
Advantages and drawbacks: this will allow you to be telepathic to reveal the status of all the rooms of the vessel without the need to use visual sensors |.
Crystal:
Cost from a dealer: Can not be bought.
Advantages and drawbacks: being Crystal has 125 points of life as well as the competence to lock the room in which it is located. It will all time 20% penalty on the go. |
Competences
Each crew member can gain experience in six different areas, depending on their corresponding part:
Control: 15 experience points to level up. (+5/7/10%)
Engineer: 15 experience points to level up. (+5/7/10%)
Shield: 55 experience points to level up. (+10/20/29%)
Armament: 65 experience points to level up. (+10/14/19%)
Repair: 18 experience points to level up. (Increases the speed of repair)
Combat: 8 experience points to level up. (- / +10% / +20%)
Sectors and factions
Systems and planets
Sector:
Civilized (green):
Civilian areas are generally safer when traveling. It regularly crosses stores and can combat took place.
Civil sector
Controlled by Engi sector
World Engis
Controlled by Zoltan sector
World Zoltans
Hostile (red):
As the name suggests, are generally hostile area filled with enemies and events that will strain your crew. But although these dangerous areas will also be very lucrative.
Controlled by Mantis sector
Mantis World
Controlled by Pirates sector
Controlled by the rebels sector
Controlled by Rockmen sector
World Rockmen
Nebula (purple):
Nebulae are areas where you travel with eyes closed. In fact, all your sensors are useless here and you'll face unique events such as the fearsome storms ion.
Controlled by Slug sector
Nebulous world of Slug
Unexplored nebula
Special Area:
Last galaxy
Secret area:
The hidden world of Crystal
Factions:
Rebels
Federation
Pirates
Mercenaries
Slavers
Equipment
Increases
Increases provide updates to your ship that can either improve existing modules as your weapons or add new features.
Generic increases
ion reverse field:
Effect: 20% chance to resist ionic damage.
Cost: 60 scraps
Stealth Weapons:
Effect does not affect the duration of invisibility pulling.
Cost: 50 scraps
Repair Arm:
Effect repairs the hull of one to two point every time you win money, but reduced by 15% the total amount earned.
Cost: 50 scraps
Scrap Recovery Arm:
Effect: Allows you to collect 10% more money.
Cost: 50 scraps
Long-Ranged Scanners:
Effect: information about the presence of the vessel or abnormality in the card system.
Cost: 30 scraps
Automated Re-Loader:
Effect: cooldown reduced by 15% weapons.
Cost: 40 scraps
Shield Charge Boosters:
Effect shields recharge 15% faster.
Cost: 45 scraps
Weapon Pre-igniter:
Effect: All weapons are loaded after a jump.
Cost: 120 scraps
FTL Recharge Booster:
Effect: the ability to jump to recharge 25% faster.
Cost: 50 scraps
Advance FTL Navigation:
Effect: Allows you to revisit all the tags previously explored.
Cost: 60 scraps
Drone Recovery Arm:
Effect: Allows you to recover parts of drones not destroyed after a battle. This does not include Boarding Drone and Hull Repair Drones.
Cost: 50 scraps
FTL Jammer:
Effect: Enemies will twice as long to make a leap.
Cost: 30 scraps
Increases related to quests
Damaged Stasis Pod
Effect can be opened in a quest adding a new member to the crew, starting a new quest to unlock the ship Crystal.
Cost: 30 scraps
Unique increases (can be purchased)
Rock Plating:
Effect: 15% more resistance to damage hull
Cost: 80 scraps
Crystal Vengeance
Effect: Gives a 10% chance to return the damage caused by the enemy.
Cost: 80 scraps
Zoltan Shield
Effect: an additional shield that can take 5 damage, stop the missiles, and prevent enemy intrusions. Nevertheless takes double damage from a weapon ions.
Cost: 80 scraps
Engi Med-bot Dispersal:
Effect: the crew are treated in the halls outside the infirmary, but only 1/4 of the basic speeds healing of the sick. The hospital must be supplied. The healing rate does not increase by updating the infirmary.
Cost: 60 scraps
Slug Repair Gel:
Effect: gel that automatically repairs hull breaches.
Cost: 60 scraps
Mantis Pheromones:
Effect: the crew move 25% faster within the vessel.
Cost: 50 scraps
Drone Reactor Booster:
Effect: the speed of UAVs is increased by 50%.
Cost: 50 scraps
Titanium Casing System:
Effect: Gives a 15% chance to resist damage in rooms (shield, weapon, first aid, etc.)..
Cost: 100 scraps
Drones
Drones are devices that ship can use for defensive or offensive. To deploy drones, the vessel must first have the improvements Drone Control System. In addition, each UAV deployment consumes parts of drones.
UCAVs
Anti-Drone Ship Mark I:
Effect: Powerful drone continually attacking the ship enemi.
Cost: 50 scraps
Statistics and energy: energy 2 7 dodge, 15 rate of fire.
Anti-Drone Ship Mark II:
Effect: Powerful drone continuously attacking the enemy ship. Move and fire faster than the Mark I
Cost: 100 scraps
Statistics and energy: energy 4, 8 dodge, 28 rate of fire.
Anti-Ship Beam I Drone:
Effect: drone continuously attacking the enemy with a beam type weapon ship.
Cost: 50 scraps
Statistics and energy: energy 2 7 dodge, 15 rate of fire.
Anti-Drone Ship Ion I:
Effect: Slow drone continuously attacking the enemy ship with bows ion.
Cost: 50 scraps
Statistics and energy: energy 2 7 dodge, 0 speed shooting.
Anti-Ship Missile Drone I:
Effect: Slow drone continuously attacking the enemy ship with mini missiles.
Cost: 50 scraps
Statistics and energy: energy 2 7 dodge, 5 speed shooting.
Drones defense
Defense Drone Mark I:
Effect: Offal incoming missiles and asteroids.
Cost: 50 scraps
Statistics and energy: energy 2 7 dodge, 5 speed shooting
Defense Drone Mark II:
Effect: Offal incoming missiles and asteroids but more effective than the Mark I. Can also intercept laser attacks.
Cost: 75 scraps
Statistics and energy: energy 4, 8 dodge, 7 speed shooting.
Hull Repair Drone:
Effect automatically repairs 3-5 hull damage. Parts of drones are consumed once the repair completed.
Cost: 100 scraps
Statistics and energy 2 energy, 20 dodge, 8 speed range.
System Repair Drone:
Effect automatically repairs the ship rooms if they are damaged.
Cost: 30 scraps
Statistics and energy: 1 energy
Drones battle
Anti-Drone Staff:
Effect: defend your ship against a possible enemy intrusion.
Cost: 60 scraps
Statistics and Energy: Energy 2
Drones collision
Boarding Drone:
Effect approaches the enemy ship, causing significant damage.
Cost: 70 scraps
Statistics and energy: Energy 3, 18 speed.
Weapons
Weapons are divided into several families more or less effective than we present below. You should also know that the number of equippable weapons varies depending on the vessel.
Basic Laser
Lasers bases are relatively simple weapons, which consumed no resources are blocked by shields and damage everything they touch. But the damage to the hull and their chances of setting fire to the enemy ship is extremely low. However they have the advantage of costing very cheap and use a site energy.
Basic Laser:
Cost: 20 scraps
Statistics and Energy: Energy 1, 1 shot, 1 damage.
Reload: 10 seconds.
Dual Laser
The dual laser is a variant of the basic laser which as its name suggests can draw twice.
Dual Lasers:
Cost: 25 scraps
Statistics and Energy: Energy 1, 2 shot, 1 damage.
Reload: 10 seconds.
Laser Burst
The laser burst improved lasers are a basic version that compensates their low hull damage by a large amount of damage per second.
Burst Laser I:
Cost: 50 scraps
Statistics and Energy: Energy 2, 2 shot, 1 damage.
Reload: 11 seconds.
Burst Laser II:
Cost: 80 scraps
Statistics and Energy: Energy 2, 3 shot, 1 damage.
Reload: 12 seconds.
Burst Laser III:
Cost: 110 scraps
Statistics and energy: energy 4, 5 shot, 1 damage.
Reload: 19 seconds.
Heavy Laser
The heavy lasers are close missile launchers because of their great power of destruction, making it the ideal weapon to destroy enemy systems or shelled.
Heavy Laser I:
Cost: 55 scraps
Statistics and Energy: Energy 1, 1 shot, 2 damage.
reloading 9 seconds.
Heavy Laser II:
Cost: 75 scraps
Statistics and energy: Energy 3, 2 shot, 2 damage.
Reload: 13 seconds.
Heavy Pierce Lasers
This laser is distinguished by its ability to cross enemy shields.
Heavy Pierce I:
Cost: 60 scraps
Statistics and Energy: Energy 2, 1 shot, 2 damage.
Reload: 10 seconds.
Laser Hull
Lasers are double hull damage if pointed at a room without equipment, and directly attacking the hull, which may cause a fault.
Hull Laser I:
Cost: 75 scraps
Statistics and Energy: Energy 2, 2 shot, 1 damage.
Reload: 14 seconds.
Hull Laser II:
Cost: 90 scraps
Statistics and energy: Energy 3, 3 shot, 1 damage.
Reload: 15 seconds.
Arms Up
Weapons ions inactivate the systems specified without causing damage. The affected system appear blue in color and is idle for 5 seconds. For each damage of an ion, an energy bar is made inactive.
Ion Blast
Cost: 30 scraps
Statistics and Energy: Energy 1, 1 shot, 1 ion damage.
reload: 8 seconds.
Heavy Ion:
Cost: 45 scraps
Statistics and Energy: Energy 2, 1 shot, 2 ion damage.
Reload: 13 seconds.
Ion Blast Mark II:
Cost: 30 scraps
Statistics and energy: Energy 3, 1 shot, 1 ion damage.
reload: 4 seconds.
Ion Bomb:
Cost: 65 scraps
Statistics and Energy: Energy 1, 1 shot, 4 ion damage.
Reload: 18 seconds.
Beams
Beam weapons work very differently from other weapons. Indeed, to make the player must guide the beams by selecting the starting point and destination. The damage is based on the number of affected parts it is fashionable to choose optimally target.
Mini Beam:
Cost: 20 scraps
Statistics and Energy: Energy 1, 45 long, 1 damage.
Reload: 12 seconds.
Halberd Beam:
Cost: 70 scraps
Statistics and energy: Energy 3, length 80, 2 damage.
Reload: 17 seconds.
Pike Beam:
Cost: 60 scraps
Statistics and Energy: Energy 2 170 length, 1 damage.
Reload: 16 seconds.
Fire Beam:
Cost: 70 scraps
Statistics and Energy: Energy 2 140 length 0 damage.
charging time: 20 seconds.
Sword Beam:
Cost: 120 scraps
Statistics and energy: energy 4, 80 long, 3 damage.
Reload: 25 seconds.
Anti-Bio Beam:
Cost: 50 scraps
Statistics and Energy: Energy 2 140 length, 2 damage.
Reload: 16 seconds.
Hull Beam:
Cost: 70 scraps
Statistics and Energy: Energy 2 100 length, 1 damage.
Reload: 14 seconds.
Missiles
The missiles have the ability to ignore enemy shields but are very sensitive to drone defenses. Each shot uses ammunition.
Leto:
Cost: 20 scraps
Statistics and Energy: Energy 1, 1 shot, 1 damage.
reloading 9 seconds.
Artemis:
Cost: 38 scraps
Statistics and Energy: Energy 1, 1 shot, 2 damage.
Reload: 11 seconds.
Hermes:
Cost: 50 scraps
Statistics and Energy: Energy 1, 2 shot, 3 damage.
Reload: 10 seconds.
Breach:
Cost: 70 scraps
Statistics and Energy: Energy 1, 1 shot, 4 damage.
Reload: 14 seconds.
Hull Missile:
Cost: 75 scraps
Statistics and Energy: Energy 1, 1 shot, 2 damage.
Reload: 22 seconds.
Pegasus:
Cost: 80 scraps
Statistics and Energy: Energy 2, 1 shot, 2 damage.
Reload: 17 seconds.
Boss Missile:
Cost: 80 scraps
Statistics and energy: Energy 3, 0 shot, 1 damage.
Charging time: 20 seconds.
Crystal
Crystal Crystal weapons equip the ship.
Crystal:
Cost: 20 scraps
Statistics and Energy: Energy 1, 1 shot, 1 damage.
reloading 9 seconds.
Crystal B. I:
Cost: 20 scraps
Statistics and Energy: Energy 2, 2 shot, 1 damage.
Reload: 15 seconds.
Crystal B. II:
Cost: 20 scraps
Statistics and energy: Energy 3, 3 shot, 1 damage.
Reload: 17 seconds.
Crystal H. I:
Cost: 20 scraps
Statistics and Energy: Energy 1, 1 shot, 2 damage.
Reload: 13 seconds.
H. Crystal II:
Cost: 20 scraps
Statistics and energy: Energy 3, 1 shot, 4 damage.
Reload: 19 seconds.
Breach I:
Cost: 70 scraps
Statistics and Energy: Energy 1, 1 system damage, damage 2 crew.
reloading 9 seconds.
Breach II:
Cost: 70 scraps
Statistics and Energy: Energy 2, 3 system damage, damage 3 crew.
Reload: 17 seconds.
Fire Bomb:
Cost: 55 scraps
Statistics and Energy: Energy 2, 0 system damage, damage 2 crew.
Reload: 15 seconds.
I. Bomb:
Cost: 65 scraps
Statistics and Energy: Energy 1, 4 ion damage.
Reload: 18 seconds.
B. Heal:
Cost: 40 scraps
Statistics and Energy: Energy 1, 10 gives life to the crew.
Reload: 18 seconds.
B. Lock:
Cost: 60 scraps
Statistics and Energy: Energy 1, prevents movement within and outside of the room.
Reload: 15 seconds.
Achievements
General Growth
Name: Just Getting Started
Description: Go to sector 5.
Name: Federation Base in Range
Description: Go to sector 8.
Name: Federation Victory (Easy)
Description: Beat the Boss in easy mode.
Name: Federation Victory (Normal)
Description: Beat the Boss in normal mode.
Name: Your Own Fleet
Description: unlock all vessels of type A.
Name: Rule Ten: Greed is Eternal
Description: Collect 10,000 scraps throughout the game
Name: Warlord
Description: Destroy 1,000 vessels throughout your journey.
Going The Distance
Name: Coming in for my Pacifism run!
Description: Sector 5 reach without pulling, use a drone or offensive teleport inside an enemy ship. You will unlock this achievement and recognition of Gandhi.
Name: I do not need no stinkin 'upgrades
Description: Reach Sector 5 without increasing any of your systems (shield, first aid, reactor, etc..).
Name: We Wing and a Prayer
Description: Reach Sector 5 never repair your ship in a store.
Name: Ballistophobia
Description: Reach Area 8 never use missiles or bombs.
Name: Technophobia
Description: Reach Area 8 without ever using drones.
Name: Living off the Land
Description: Reach Area 8 never buy anything in the store, except repair.
Name: No Redshirts Here
Description: Reach Area 8 without losing any crew member.
Exploit Of Skills And Equipment
Name: Some people just like to watch ships burn
Description: burn each part simultaneously of an enemy ship.
Name: astronomically Low Odds
Description: miss 5 dodges in a row with a fully powered and updated engine.
Name: BOARDING OBJECTIVE SUCCESSFUL
Description: made so that one Boarding Drone kills four crew members on a ship.
Name: They never saw it coming
Description: outfit of the increase Weapon Pre-Igniter, shoot an enemy before it could replicate.
Name: Trustworthy Auto-Pilot
Description: Defeat an enemy with all your crew on board ship.
Name: Slice and Dice
Description: Touch each room an enemy with a single shot weapon beam in less than 5 seconds vessel.
Name: Victory through Asphyxiation
Description: Empty oxygen (less than 5% remaining) of a non-PLC enemy ship.
Specific Achievements Of Vessels
The Kestrel / The Red-Tail:
Name: The United Federation
Description: have six single aliens aboard the Kestrel simultaneously.
Name: Full Arsenal
Description: have all systems and under-equipped in the kestrel ship systems at the same time.
Name: Tough Little Ship
Description: Fix to its maximum after the Kestrel down to a single point of life.
The Nesasio / DA-SR 12:
Name: Bird of Prey
Description: Destroy a ship during a single invisibility phase.
Name: Phase Shift
Description: Avoid 9 point damage with Stealth Cruiser in one invisibility phase.
Name: Tactical Approach
Description: Reach Area 8 without ever encountering an environmental hazard.
The Gila Monster / The Basilisk:
Name: Take no prisoners!
Description: kill the crew of 20 vessels before the sector 6.
Name: Avast, ye scurvy dogs!
Description: Kill 5 enemies crew members without taking any damage to the hull or lose a crew member.
Name: Battle Royale
Description: kill the last enemy of a ship with one crew member on board.
The Torus / The Vortex:
Name: Robotic Warfare
Description: have 3 drones operating simultaneously.
Name: I Hardly a finger Lifted
Description: Destroy an enemy by using only your drones (no weapon) vessel.
Name: The Guns ... They've stopped
Description: made sure that 4 systems or sub systems enemies are rendered inactive at the same time by your weapons ions.
The Osprey / Nisos:
Name: Master of Patience
Description: Only use your Artillery Beam to destroy an enemy without taking any damage to the hull vessel.
Name: Diplomatic Immunity
Description: Use your crew to 4 special blue choice before reaching the area 5.
Name: Artillery Mastery
Description: Reach Sector 5 without updating your weapon (energy bar) system
Man of War / The StormWalker:
Name: We're in Position!
Description: have a vision for each room of an enemy ship without sensors work.
Name: Home Sweet Home
Description: visit 30 nebulae before reaching the area 8.
Name: Disintegration Ray
Description: kill three crew members opponent with a single shot of Anti-Bio Beam.
Bulwark / Shivan:
Name: Is it warm in here?
Description: Kill an enemy by fire in his ship with a member of your crew.
Name: Defense Drones Do not Do On anything!
Description: Destroy an enemy ship with a drone defense using only missiles.
Name: Ancestry
Description: find the secret area (Crystal) Rock with the ship.
The Adjudicator / Noether:
Name: Shields Holding
Description: Destroy an enemy before it passes through the shield Zoltan vessel.
Name: givin 'her all she's got, Captain!
Description: have 29 bars in the active energies zoltan vessel simultaneously.
Name: Manpower
Description: Reach Sector 5 without updating your engine.
Bravais / Carnelian:
Name: Sweet Revenge
Description: Destroy an enemy with the only improvement Crystal Vengeance vessel.
Name: No Escape
Description: 4 crewmembers trapping oncoming enemies in a single room with special jurisdiction Crystal Being power.
Name: Clash of the Titans
Description: Destroy 15 ships Rockmen using Crystal ship.
Tutorial Part One
Selection menu vessels: Choice of ship:
It is in this game you can choose the ship that you begin your adventure and type. You will also find three achievements related to the selected vessel.
Crew:
Here you will find members who will form the crew of your ship.
Weapons:
Here appear weapons to equip your ship at the beginning of the adventure.
Drones:
Here appear drones to equip your ship at the beginning of the adventure.
Increase:
Here increases appear to equip your ship at the beginning of the adventure.
Beginning of the game:
You can choose the mode of difficulty: "easy" or "normal" here before the beginning of your adventure. It is advisable to start with "easy" when your first games to familiarize yourself with the interface, the universe and how to play.
Interface:
Shield / Shield:
Description: The shield will be your last line of defense before the hull. By putting a crew member in the room "shield", you will ensure its optimum performance. The improvement of increase the number of shield layers (up to 4).
Engine / Motor:
Description: The motor powers the bonds and allows the ship to avoid enemy attacks. The upgrade avoids dodge chance (up 35%) and the charge rate jumps (up to x2.75). Put a crew member in this room will increase dodging the ship.
Oxygen / Oxygen
Description: diffuse oxygen throughout your ship. improve the filling rate increase (up x6).
Metbay / Nursing:
Description: heal the crew present in the infirmary. The improvement will increase the speed of care (up to x3)
Weapons / Weapons:
Description: supplies all the weapons of the ship. The better you will equip more weapons (all depend on the chosen vessel). Put a crew member in the room allows you to increase the recharge weapons.
UAVs / Drones:
Description: supplies the drones of the vessel. The increase will allow you to equip more drones (all depend on the chosen vessel).
Driver / Driver:
Description: allows you to make FTL jumps and dodges. The increase will add an autopilot that will allow the ship to dodge without driver (self up half dodge). Have a member within enhance escape.
Sensor / Sensor:
Description: found inside your ship. The increase will allow you to see enemy rooms. At level 3, you will be when the enemy positions its energy.
Sensor / Sensor:
Description: found inside your ship. The increase will allow you to see enemy rooms. At level 3, you will be when the enemy distributes energy.
Door / Door:
Description: Allows you to control the opening and closing of doors in the vessel. Improve you will have armored doors (improved against the encroachments and fire).
Artillery Beam / Beam Artillery:
Description: supplies a slow but very powerful beam that passes through all the shields and makes a damage per affected parts. The reduced improve its recharge time (50 seconds departures up to 20 seconds)
Cloaking / Invisibility:
Description: Hides your ship increases by 60 its ability to dodge enemy and prevents the lock with his weapons. Pull with your arms while the Cloak is active affect its usage time. The improvement will increase its service life (up to 15 seconds)
Crew teleporter / Teleporter:
Description: allows you to send your crew on an enemy target by choosing a room ship. The improvement will reduce load time
Tips
Once close to the tag out of the galaxy, prefer to explore the surrounding areas trying to recover: scrap, missile, part drone, fuel or number of your crew. The only time you need to focus on the leak when the rebel fleet are too close to you or that you lack the fuel or life.
Cross a sector trying to go through the most points possible.
Abuse the break in the fighting. This will allow you to better adjust your strategy throughout the battle.
Quickly improve your infirmary at level 2. In this improvement is not very expensive and moreover, it unlocks many phrases "blue" to earn extra crew member at random quests.
Near suns are ready to deal with fires in your ship. But the best is yet to avoid if you have improved your detectors.
Use missiles and bombs wisely, as to damage the system shields the enemy. Abuse'll just be a mess and you would fall short of ammunition.
Concentrate your fire on the important targets (weapon, shield, steering, etc.). Different situations.
If the situation allows, prefer taking enemy ships by the murder of his crew. Your rewards will be even greater.
The hull damage can quickly present a major blow repair preventing you improve your ship. Paralyze attack your opponents aimed their weapons.
The timing of shots is vital in FTL. The autofire is therefore not your friend. Be sure to take down the shield of the opponent before your lights with your missiles and beam radiation for example.
Knowing the strengths and weaknesses of all the races of the game is vital. Mantis / Rockmen are the best fighters but are very bad repair. The Zoltans are good for power shields, weapons or engines but their energy bar is wasted anywhere else. The Engi meanwhile are excellent repair but are bad everywhere.
The best unit to send to board an enemy ship is the Mantis monitoring Rockmen. A good strategy with Rockmen is to teleport into a room on fire. Immunity allows fire to inflict significant damage to opponent.
Do not use autofire your crew on the enemy ship. You could lose all your members!
Do not discuss automatic vessels. They do not have oxygen and your crew eventually die.
Divide your team members to be more powerful in their field: a pilot, a fighter, a repairman, etc..
A Rockmen have enough life to be teleported, destroying the room while being attacked then repatriated to the ship.
Lasers Hull, hull beams and hull missiles will do more damage in the empty rooms.
Earn your "scrap" early in the game to buy good weapons from the merchant. You can also increase your crew through some accumulated scrap.
If your crew is large enough, attack slavery and do not accept the option to recover an additional member.
Never forget to buy fuel in stores never get dry after a jump.
You can explore longer nebulae because the rebel fleet will move more slowly in the same sector.
ALWAYS choose the blue sentence at random quests. These sentences will be always beneficial no matter what.
Tags distress represent an unmeasured risk. In fact, you'll never go on what you get, if there will be a natural disaster, losing a member of your crew, etc..
If you have no more fuel you can always place a distress call to save you.
When the fire is inside your ship, close the door and open the room towards the exit your ship to extinguish the fire. Then, open all the doors to find oxygen.
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