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100 Useful life lessons from FTL
100 Useful life lessons from FTL
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- Mar 7, 2013 7:57 am GMTWhat valuable, life-enriching lessons have we learnt from FTL? I'll make a start:
1-Random chance will screw you over if you give it the... chance.
2-Running away when outmatched is a good idea.
3-Don't buy slaves. Attack the slavers instead to get one for free! (I had an awkward moment when I realised my ship captain technically became a slave-owner...)
4-You make more mistakes when you think things are going well.
5-Stopping to think is beneficial when things are getting overwhelming.
6-Humans need oxygen. Failing that, constant medical treatment will suffice.
7-Green shields are better.
8-Alien spiders are bad news.
9-Curiosity killed the crewman.
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DF: So why can a Marauder roll but a multiplayer Turian can't?
Delta1-9: You are fighting female turian husks. You have reach but they have flexibility. - Mar 7, 2013 8:50 am GMT10. Not all beings are created equal
11. Being hard means you can last longer
12. Humans arent special at all
13. Only white people can fly in spaceships
14. Being a rebel means you are the bad guy
15. Anything can be fixed with a wrench
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Little high like noon on the moon - Mar 7, 2013 9:05 am GMTOmisanAndrew posted...
14. Being a rebel means you are the bad guy
14 is interesting because in fantasy empires tend to be bad and rebels good, whereas in sci-fi you have the good federation instead. Perhaps sci-fit tends to have a more optimistic view of society, rather than assuming power always corrupts. Anyway:
16-If you are heavy enough you can use your mass to put out fires.
17-Humans are the only species that have multiple sexes and visual differences.
18-Differences between human sexes are entirely aesthetic.
19-You can be a famous Mantis pirate without having any skill experience whatsoever.
20-Zoltan shields can be pierced by teleports with no adequately explained reason.
Out of interest, has anyone had a female human join the crew? If not it's possible the ones you start with are the only ones in the universe...
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DF: So why can a Marauder roll but a multiplayer Turian can't?
Delta1-9: You are fighting female turian husks. You have reach but they have flexibility. - Mar 7, 2013 1:01 pm GMT21- Hard vacuum does not equal death in a few seconds.
22- Being made of rock lets you hold your breath longer.
23- Bombing medical centers is mean. - Mar 7, 2013 2:27 pm GMTYou can hire female humans at stores if memory serves me right.
24.- If the game really hates you it's gonna screw you no earlier than sector 7.
25.- Random means 90% will fail you 50& / 50%
26.- "ULTIMATE" weapons aren't any good. (Lv. III usually)
27.- Anything that costs 4 bars isn't worth it (notable exception is the artillery beam)
28.- Normal = Masochism
29.- Fire bombs + nice amount of missiles = FUN ^ 7
30.- Fire bombs + nice amount of missiles + Rock enemy crew = no fun ;_;
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Bow down, bow down, before the power of Santa or be crushed, be crushed, by... his jolly boots of doom! - Mar 7, 2013 3:05 pm GMT31. Every living being can instantly jump into any job in the modern world with no prior experience and do a great job.
32. Everyone knows how to fix every machine, and hull breaches too.
33. Anyone with no training can instantly make any machine go 15% faster, simply by being there.
34. The galaxy is an incredibly dangerous place, unless you’re trying to instantaneously warp across unfathomable distances, in which case it’s perfectly safe.
35. It’s 100% perfectly safe to teleport between two ships engaged in high speed combat, even through your shields and the enemy shields, and you materialize exactly where you intend to, but if you teleport a bomb it will likely miss.
36. Thankfully, all spare parts are equally valuable and interchangeable.
37. It’s completely forbidden to pilot or even repair anyone else’s ship for any reason. But it’s perfectly OK to blow them to bits or kill the owners and no one else will ever find out.
38. Everyone will always honor every bargain you make with them, despite the fact that you were just engaged in a life and death struggle a few seconds ago.
39. Any shots you fire after making a bargain will miss, but your opponent’s won’t.
40. No one needs to see a star chart or know who controls a given star system until the last possible second.
41. The most reliable way to deliver a critical message is to send a single, poorly equipped team through hell.
42. Transporting an entire space ship across the galaxy is quick and easy, but there’s no way to send a message any faster. - Mar 7, 2013 3:09 pm GMTA few more:
43. Spaceships are all basically the same size and all travel alone.
44. While it's fair game to rape and pillage friendly and unfriendly races alike, it is completely forbidden to attack or steal from shops.
45. Just because they were attacking you with 4 perfectly deadly weapons and you captured their ship without firing a shot doesn't mean you get to salvage anything you want. - Mar 7, 2013 4:33 pm GMT46-Each drone schematic given to you by a shop or event is only good for one use. No using the same one to make multiple copies of the same system. I blame zoltan copyright laws...
47-Each ship has exactly one copy of each vital system. FTL enginneers apparently haven't heard of redundancy.
48-Shops aren't interested in buying fuel, missiles or drones you've had your dirty mits on, even if they just sold it to you.
49-Your advanced med centre has a therapy degree and will turn any possibly-insane hermits you rescue into well-adjusted crewmen.
50-Killing a ship's crew by destroying it's oxygen doesn't stop you finding a live slave you can put to work.
51-Slavers will only sell or offer a single slave, even if their life depends on it and they make clear they have others.
52-While ion will normally disable any system, a whole ion storm will only affect your generator (and is the only thing that can).
53-Crewman are spooked by inactive boarding drones and won't even consider beginning repairs until the thing is dead.
54-Repairmen are forgetful and will have to start the job all over again if they have to pause repairs for even a moment.
55-Zoltan do not appreciate being asked whether they are related to the energiser bunny. Mineral-based crewman do not consider rock cakes to constitute cannibalism. Slugs know when you ponder whether they are homeless snails, and when you consider the possibility of salt-based weaponry.
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DF: So why can a Marauder roll but a multiplayer Turian can't?
Delta1-9: You are fighting female turian husks. You have reach but they have flexibility. - Mar 8, 2013 1:10 am GMT56. A spaceship, no matter how large, must only be one level
57. Every race creates their own star craft to be compatible with the parts of every other races parts
58. Ion storms only affect ships carrying messages vital to their empire
59. You can live in a vacuum so long as you hold your breath.
60. The most dangerous thing about travelling near a sun is that rooms in your ship may catch fire.
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Little high like noon on the moon - Mar 8, 2013 1:49 am GMTOmisanAndrew posted...
58. Ion storms only affect ships carrying messages vital to their empire
Actually I think they effect your enemy too (you'll often find they have unusually low shields for the sector), it's just that enemies are better at coping with them (more base power I'm guessing).
61-Teleporters can teleport crew to and from any enemy room, bringing them back into any room (e.g. if the teleport room is full) but can't teleport within your own ship (crewman must stand in the room). [actually I've never tested this but I'm guessing it's true. higher level teleports should let you freely move crew around your ship]
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DF: So why can a Marauder roll but a multiplayer Turian can't?
Delta1-9: You are fighting female turian husks. You have reach but they have flexibility.
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