
The trick to dealing with boarders is never fight them.
#FTL FASTER THAN LIGHT BORDER FULL#
But consider the Kestrel B, which is a very good example.īoarded in helm? Run your pilot out to doors, then open all the airlocks by the bridge & the door to the pilot seat.īoarded around the oxygen area? Vent that out.īoarded in Sensors? Vent that out - while you're waiting, send one crewmember over to distract them from trashing your system = hull damage = baaaaaaadīoarded in Shields? Pfft, open airlocks immediately.īoarded by 4 Mantis at once when you only have 2 Engi? Pull everyone to the medbay, pause, double-tap open all doors, then close the ones leading to the medbay so it'll stay full of oxygen. The Kestrel A is an awful example of this (as is C). If it's just a normal ship with no boarders, then I'll briefly have a check with Sensors and then move him over to Shields to actually give me a lasting benefit. That way if I'm text-boarded or immediately boarded I have my doors up. Say you're running the Kestrel A and you get a fourth crewmember (huzzah!) What I would do is set his saved position to DOORS. There’s no real soundtrack to speak of, but rather, ambient space sounds and sci-fi sound effects.Doors doors doors doors doooooooooooooors For example, it would be great to be able to zoom in on the ship and its individuals rooms by pinching. We wish it took further advantage of gestures though. Touch controls work well on a game like this, with tapping and sliding making a lot of sense. The game looks like something out of the 16-bit era, although the graphics are nice and sharp on the Retina display. That’s what the developers describe as “permadeath.” There’s no picking up where you died you’re right back at the start.įTL doesn’t necessary take advantage of the iPad’s graphics processing power. If the ship’s shields give out, or the crew dies, you lose the game and have to start all the way back at the beginning. You’ll need to assign a crew member to fixing it, but that means you’ll need to talk him or her away from their task at hand. The oxygen room may be hit, cutting off the air to the ship and slowly suffocating your crew. It’s up to you to determine the best course of action, the one that will allow you to not only survive, but move forward.Īs you’re engaged in battle, different rooms in the ship may take damage, which will require your attention. For example, having a crew member in the engine room will help recharge the engines faster, allowing for an escape if necessary. In addition, your crew can help bolster the strengths of the different areas.

Each ship has a certain amount of energy that can be allocated to weapons, shields, the engine, and other components of the ship. This is best exemplified when you approach an enemy combatant. Every game is different, so the beacons will be laid out differently each time, and no two paths will ever be the same.įTL is all about resource management and decision making. Sometimes you can choose what action you’d like to take, and your choice will have an effect on the result of the interaction. There might be an enemy ready to fight, a shop offering upgrades for your ship, a slave trader looking to sell you crew, or any number of other options.

Perhaps there’ll be blank space, and you can move on without any interactions. Whenever you land on a new beacon, you’ll be presented with one of many text-based encounters. Once you reach an exit, you can advance to the next sector.

Your goal is to move from one end of the nebula to the exit at the other, stopping at beacons along the way. Each time you start a game, you begin at the first sector, which is itself broken down into a number of nebulas. The gameplay is broken down into three levels.
