special circumstance: fire suppression
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Jan 29, 2013 3:03 pm GMT
I had a few thoughts / insights about fires.
#1: Why doesn't the ship have fire suppressant technology? We have this today. Is there at least an augment that can help against fires? How about an O2 upgrade that has fire suppression tech? Maybe in the sequel. :^)
#2: When I first started playing, I quickly learned to get L2 doors to help against boarders. Now I'm pretty good at repeling boarding parties on my own, and I prefer gaining melee experience over venting boarders to space, so I've skipped L2 doors. And now, I'm realizing that those L2 doors were actually helping me a lot with fires, too. How? If I have multiple fires to put out, I usually focus on the ones that help with ship-to-ship combat. Meaning, I might leave a fire burning in my door control, esp. if I can't power my O2 unit due to needing that power for ship-to-ship combat. If an L1 door gets damaged, though, that has extermely serious consequences for fires -- you could easily die by fire w/o door controls. So I *think* L2 doors allow you to ignore fires in the door control room for longer before you have to vent or rush to put them out.
#3: With destroyed door controls, you can still walk around your ship. Maybe this means I'm allowed to open any door in any room where I have a crew member? If so, maybe I could still use an O2 venting strategy to put out fires even if my door controls are blown -- I'd "just" have to walk a crew member through the fires to open the exterior airlock doors and all intermediate doors. I've had a few very close calls with massive fires; I wonder if this tactic would have been safer / can allow me to survive worse fires.
#4: I haven't decided if I prefer warping out of a solar flare region immediately, even into danger, or if I prefer to try to get my damage under control before moving on. I hate the idea of backtracking, but most of the time, moving forward == risking serious danger, which isn't great when you have several fires burning on your ship.
#5: I keep forgetting that there's a drone that can help with fire suppression.
Jan 29, 2013 11:59 pm GMT
My next game's random tip:
"Upgrading your doors once will greatly reduce the chance fire will spread between rooms. Upgrading them again will cause doors to significantly slow boarder movement."
Feb 4, 2013 12:07 pm GMT
Doors reduce the rate at which fires spread to different rooms. L2 doors is literally the first upgrade I always get on every run.
It varies per ship, but usually I'll try to vent out fires with as few doors open as possible. I use a similar tactic for boarders, typically to weaken them, and then shutting all doors once they enter a room where I have some fighters waiting. If I'm fighting solely boarders, and no enemy ship, then I'll typically consider setting up ventilation traps, but usually I just try to lure them to a place where I have an advantage (rooms with 3 crew vs 2 boarders, the medbay, random room after suffocation damage). Basically, I try to avoid venting out the entire ship. I see the "Open all doors at a sun" tip get thrown around a lot, but I think that's a huge mistake. If your O2 gets damaged, you're SOL.
The ship-wide healing augment lets you safely fight fires and boarders pretty much everywhere on the ship. I almost never vent on those unless I lack the man power.
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I live under a bridge.
Feb 5, 2013 5:47 pm GMT
Level 2 doors are nice, but on normal difficulty you only start with 10 scrap and barely get any more in the first few sectors.
It all depends on your crew and ship, but I try to not spend *any* scrap on ship upgrades until I've seen my shop choices at the end of sector 1 and beginning of sector 2. Boarders are rare at the beginning and I rather have 50-80 scrap built up in case I see a burst laser or something for sale at my first few shops. I usually don't even upgrade to level 2 shields until the end of sector 2.
Now if I'm going in to Mantis space, I'll buy level 2 doors pretty quickly if I have a weak crew of mostly Zoltan and Engi. If you have some mantis troops of your own, you can almost skip level 2 doors until the endgame when you have lots of scrap to play with.
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Kelemvor Lyonsbane
Feb 6, 2013 2:50 pm GMT
After an O2 depletion event, I typically like to close all doors then open all (interior) doors -- this helps the O2 refill the vented rooms more quickly.
One time, I forgot to close all doors first -- forgot that I had already opened all doors. Clicking "open all doors" twice == open ALL doors including airlocks. That was pretty dramatic! The entire ship was empty of O2 before I even knew what had happened! It was a mad scramble to close doors, open interior doors, and rush everyone to the medbay just in case my L1 O2 system couldn't handle the strain. :^)
Feb 8, 2013 7:48 am GMT
kelemvor posted...Level 2 doors are nice, but on normal difficulty you only start with 10 scrap and barely get any more in the first few sectors.
It all depends on your crew and ship, but I try to not spend *any* scrap on ship upgrades until I've seen my shop choices at the end of sector 1 and beginning of sector 2. Boarders are rare at the beginning and I rather have 50-80 scrap built up in case I see a burst laser or something for sale at my first few shops. I usually don't even upgrade to level 2 shields until the end of sector 2.
Now if I'm going in to Mantis space, I'll buy level 2 doors pretty quickly if I have a weak crew of mostly Zoltan and Engi. If you have some mantis troops of your own, you can almost skip level 2 doors until the endgame when you have lots of scrap to play with.
The game must really hate me because I've gotten 5-person boarder events in Sector 2 on half my runs with the Rock Ship B (the one with no door controls). Door controls on that ship are expensive, so I tend to put it off. It's actually one of my least favorite ships (note: I haven't unlocked them all yet).
I just think the 20 scrap to slow down fires and boarders is worth it. It lets my crew man their stations a little longer than normal in case of either event.
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I live under a bridge.
Feb 8, 2013 12:28 pm GMT
Turn off O2, wait for fire to starve itself out, flip it back on. That's how I deal with fires on the Rock B.