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FTL Tips and Strategies

Note: I originally published this article in September of 2012. I haven’t updated it for the Advanced Edition, but with Advanced Edition and the iOS port out today, I thought it worth a bump back up to the front page. Most of the advice herein remains accurate. I’ve only just begun to mess with the AE on iOS, but hopefully (maybe, maybe, maybe) I’ll have some new thoughts to post on it next week. Possibly. I think.

I am, very likely, the last person on Earth who should be writing tips guides for gamers. Nonetheless, I’ve put in enough time and spectacularly destroyed enough starships (along with going 2 for 2 in victories on Easy) that I feel I can offer you, dear reader, the chance to learn from my mistakes. Without further adu, I present to you 15 tips for surviving to the final boss in FTL:

1. No rule is more important that this: Scrap is everything. EVERY-GODDAMED-THING. Without it you don’t repair your ship, you don’t buy upgrades, modules, or crew. Sectors 1 through 7 are entirely about the accumulation and proper use of scrap. Every decision you make should be done with an internal scrap calculator running in your head. If it will result in a net loss of scrap for no notable gain, avoid it.

2. It should be obvious, but it bares saying anyway: Pause is your friend. Pause early. Pause often. Pause whenever you’re not positive that you know exactly what’s going to happen next. They put Pause on the space bar because they want you to use it.

3. Explore. Because this game is a drive to reach Sector 8 it feels like it wants you to beeline for the exit from sector to sector. This strategy can get you safely to Sector 8, especially if you have long-range scanners that let you avoid encounters, but it won’t prepare you to survive Sector 8. That requires a significantly upgraded ship. Ship upgrades cost scrap. To get more scrap you need to spend as much time in each sector as possible. Maximizing your encounters maximizes your reward potential and that’s the only way you can build up your ship and crew well enough to have a chance against the final encounter. Remember that the Rebel fleet only advances in your sector when you jump. You can spend as much time as you need to at each individual beacon (jump node).

4. Pay attention to distances between beacons. (This tip seems invalidated for Adv. Ed. You can select any system and see a way to navigate there.) The randomly generated map only tells you which beacons you can jump to next and it doesn’t let you know when two beacons, while perhaps still adjacent, aren’t close enough to jump between. Consequently, it’s entirely possible to jump your way to a dead-end and have to back track. This both wastes fuel and gives you less time to explore before the Rebel fleet overtakes you. Back tracking in FTL should be avoided as much as possible, though it can be worth it if you’re finishing off a quest or checking out a distress call.

5. Your ship’s weapons systems are an orchestra. They should be targeted and fired in concert with each other and with their strengths and weaknesses firmly in mind. So, don’t use the Autofire option, which tells your weapons to fire as soon as they’re charged. Fire them in a sequence that makes sense given your particular opponent. As an example, against a ship with marginal (strength 2) shields, firing a missile to damage the shield system and then immediately following-up with a burst laser to the weapons and a fire beam to its life support rooms (along with whatever else it can reach) and you’ll have dealt a crippling blow. The AI then has to balance its crew resources between repairing weapons and shields and keeping life support going. There are tons of weapons variations in this game. Learn them. Know them. Synergize.

6. Understand how beam weapons work. They can get through shields if the weapon has a higher damage rating than the shield, but they don’t reduce shield strength like lasers do. Use a fire beam first and it won’t so much as dent the shield. Use the burst laser first and you’ll waste half its potential just getting through the shields, but you will reduce them.Also, beam weapons stretch from point A to point B, where you designate the start and end points. Because they do their damage on a per-room basis, make sure you hit as many rooms as possible. As a general rule of thumb, if you’re not hitting three rooms with your beam weapon then you had better have a specific purpose in mind (targeting a specific ship function or room with crew in it).

7. A successful missile attack is a beautiful thing, but they can be dodged or shot down by a defense drone. Bombs, which use the same ammunition, can bypass both of these defenses. (I’m not entirely clear on how bombing accuracy works as sometimes they seem to miss. I haven’t figured out the rhyme or reason to that. Maybe shields/dodge can play a role? Chime in in the comments if you know.)

8. Don’t be afraid to run. You won’t be in optimal position against every ship variant you’re likely to run across and sometimes you’re going to be outgunned or just in a bad match-up relative to your build. If you’re taking damage from an enemy ship, get out of Dodge as soon as the the Jump button lights up. Remember that scrap is everything and if you’re going to end up spending more in scrap to repair your ship than you’re taking in by winning, then the encounter won’t be worth the effort. “He who fights and runs away, can run away another day.” Words to stay alive by. To this end, engine upgrades are your friend as they not only increase your dodge chance, but they significantly reduce jump spin-up time.

9. Assign your crew specific jobs. Crew members level up at a system/task the more they do it. At the start of your run, pick a pilot and keep him in that role. The same with engineering, weapons, and shields (if you have enough crew to do that). If you have the luxury of extra crew, assign someone specific (preferably Engi) to repairs. If you have excess Manti crew members, they’re excellent boarders. Just don’t shuffle people between roles if you can help it. Also note that skill progression can be gamed. The person who finishes a repair gets the credit for it, no matter who starts it. The guy who kills someone in hand-to-hand gets the benefit of that experience regardless of who did the most damage.

10. Capturing ships by eliminating opposing crew offers better rewards than destroying them. Mostly you get more scrap, but somewhere in here you may have seen me mention this: Scrap is everything! A bio beam (crew killer) or fire beam (damages systems and sets rooms on fire) are ideal for this. A fire beam combined with the ability to teleport in some Rockmen crew members (immune to fire) is a killer advantage that you should exploit when you’re able to.

11. If you teleport in a boarding party, give your teleport system at least two power (this requires an upgrade). On one power you have a longer wait between use and very often that wait is longer than your boarding party will survive if under attack from the target’s crew. A healthy party will almost always live long enough for you to beam them back if the transporter room uses two power bricks.

12. Automated ships do not have life support. This means they have no atmosphere. Sending a boardparty to these ships? Not a great idea.

13. Fully upgraded sensors may seem unnecessary, but a single upgrade is essential for boarding parties so you can see the make-up of the target, where the crew are assigned, and where you may have damaged their hull or started a fire. Beaming them in blind is a huge risk. Full upgrades (three bricks) give you the luxury of knowing how the ship is using its power, which can play a huge part in deciding where to target your weapons or send your boarding for the most bang for your buck.

14. Roll with the punches. There’s a debate to be had about how much this game depends on luck, but just as much depends on your ability to play the hand you’re dealt. You won’t always have access to a cloak or your favorite weapon or drone combination. You have to adapt your strategy to the opportunities the game presents. Remember that this isn’t a game about winning so much as it is about seeing how long you can survive. There is immense satisfaction to be had in simply surviving long enough to reach sector 8 despite a sub-optimal build.

15. Did I mention that scrap is everything?

The Great Flappy Bird Flap of 2014 (A Memorial)

flappy bird

My son River (four) has this thing that he does where he will sneak into our bedroom in the morning and steal my iPhone. Usually he’ll play Lego Star Wars or one of the awesome Rayman runners I keep on it- he has good taste in games. Last week, I woke up and I heard him in his room laughing and his sister, Scarlett (two) was in there giggling as well. I had no idea what was going on. So I crept down the hall to spy on them and they were both watching the phone, River tapping it furiously. Then I heard a familiar punching sound and I knew what was up.

They were playing Flappy Bird.

Like most of the world, I downloaded it out of curiosity to see what the deal was with this weirdly popular, out-of-nowhere sensation that was earning its creator $50,000 a day in ad revenue until he pulled the game from the App Store over the weekend. I thought it was goofy and kind of dumb, but not without an odd charm mostly owing to its ridiculous difficulty and notably Mario-like graphics. I meant to delete it.

But I’m glad I didn’t, because my kids were playing together and having a ball with it. I sat down and played with them. We all took turns. I’d get the phone and say “alright, this time I’m gonna do it” and then crash out on the first set of pipes. We’d laugh. Then Scarlett would take the phone and do the same thing. River would clear one, and it was like a small miracle. They loved that you get a Wreck-it-Ralph style Hero Medal (with no actual value) for setting a record. I tried to be awesome dad, getting through 11, 12, 13 and finally 14 of the pipes. They were impressed. But there’s no way to do that consistently, regardless of your skill level.

It’s a “thing” for us now. When we have a minute or two, I’ll pull out the phone and we’ll pass it around, crashing and laughing about it. Every now and then, completely at random, River will say “Daddy, that Flappy Bird is too hard!” I can just imagine that in his mind he’s trying to reason out why he actually does pretty well with Lego Star Wars but can’t work out how to get that stupid bird through a a gap between some pipes that he probably recognizes from Super Mario Bros.

What can I say? We had un and are having fun with a game that has confused, angered and mystified everyone from the mainstream media to hardcore gamers. I have more fun playing this silly, frankly crappy game with my kids than I did playing just about any multimillion dollar AAA game made in the last year. I think I’ve played it longer than I had either Killzone 4 or Assassin’s Creed 4 in my PS4. My kids do not care about the politics of it being ad supported or the maybe-maybe not appropriation of Nintendo-branded sprites. They aren’t worried if the game demonstrated some kind of “dumbing down” of video games. They do not see it as a general barometer of how terrible and shallow mobile games can be. They do not view the game as another catastrophe in the casualocalypse that is supposedly destroying video games.

And you know, ultimately, I don’t either. Because we had fun playing a video game. It did exactly what a video game is supposed to do, regardless of quality, intent or depth. It entertained us. It didn’t try to make some grandly juvenile statement about The Way Things Are In America. Flappy Bird did not have a girl pack mule to escort in an attempt to show how not sexist the game is. There’s no DLC, IAPs or DRM. I was never called a “faggot” over a voice com every time I hit a pipe. Other than the ads, Flappy Bird might just have been a return to the kind of pure no-bullshit video gaming my generation grew up on- even if by accident rather than design.

Sure, Flappy Bird is a crude, single-mechanic game with no other goal than to see if you can get further than you did last time. It is punitive and intolerant of failure with a hard fail state. But you know, those qualities are perfectly in line with a lot of classic early video games. If it were 1981 and Flappy Birdd were housed in a cabinet festooned with gaudy artwork, there might have been a Bruckner and Garcia song about it.

Flappy Bird probably won’t be (and shouldn’t be) remembered as a classic like Pac-Man or Space Invaders but like those games, it will be remembered as a fad. It’s a very different cultural time, and that fad lasted for all of about a week and a half before it apparently fizzled out. Was Dong Nguyen, the game’s apparently reclusive creator, a marketing genius that got in and cashed out before the backlash? Or was he really just some guy that made this silly game that somehow went viral and went on to millions of downloads almost overnight?

I almost don’t want to know. I want it to remain this kind of strange anomaly. I want to think that Mr. Nguyen really did pull the game because he wanted to be left alone to spend his unexpected fortune. I’m sure that some of the big IOS development houses are already either offering him jobs or trying to sort out how to duplicate the success of this short-sell, flash-in-the-pan phenomenon. Good luck with that, suits.

So Flappy Bird is gone after an 11th hour update that randomly changes Flappy Bird’s color and makes it night time over the mysterious city in the background. You can’t download the game anymore. It looks like there are already a horde of other Flappy games emerging on the App Store- and into the charts. You can already go on eBay and buy a phone from somebody for $650 with Flappy Bird installed on it. It’s obnoxious and absurd. But the whole Flappy Bird thing has been. That said, it’s made for a hell of a lot more interesting news then some corporate marketing bullshit like a “reveal” or trailer announcement masquerading as a video game news story.

Whether you hate the game, love it or are just bewildered by its success it doesn’t matter. I don’t really care about what it “means” for gaming and sensible people shouldn’t either. My kids love it, I play it with them and we laugh about it. It doesn’t really “mean” anything, don’t overthink it. That’s really all there is to understand about the Great Flappy Bird Flap of 2014.

Card Hunter First Impressions

card hunter

I don’t like grinding. Okay, so when it’s combined with epic detail and rich narrative, like in Skyrim, or with ball-breaking skill, like in Dark Souls, it can add a fantastically fun and addictive element to a game. What I hate are games based around grinding for it’s own sake, the endless repetition of kill monster, upgrade gear, kill tougher monster in the service of nothing more than pressing psychological buttons. The Diablo series is probably the worst offender, but so are endless cheap and free-to-play role playing games.

Card Hunter falls into that category. A free-to-play browser based flash game, with inevitable in-app purchases, it challenges you to assemble a team of three characters from the classic warrior, wizard, cleric archetype and send them into various brief encounters with enemies in search of loot. So I should hate it. I want to hate it. But I can’t. In fact it’s one of the most horribly addictive games I’ve played in ages.

In spite of its crack-like qualities, I’ve only played the preview version for a couple of hours, for reasons we’ll return to later. So this isn’t really a proper review. By the time you read this you’ll be able to check out the real live version for yourself: and you should do so.

There are two reasons why Card Hunter succeeds where so many other games of its ilk manage to be nothing more than dryly repetitive and tedious. The first is the infectious glee it takes in re-creating the feel of everyone’s first encounter with Dungeons & Dragons. Everything is charmingly steeped in sentimentality, from the fonts used mimicking those in 1st edition AD&D adventure modules, to the inexperienced and enthusiastic dungeon master who serves as your narrator. It doesn’t so much hit the nostalgia buttons, as crush them with a sledgehammer, and it’s wonderful.

But the second secret is there’s actually a decent game engine underneath the presentation. Each character has slots for certain types of equipment, and they gain more as they level up. Each piece of equipment that you loot or buy comes with a selection of cards, and the cards of each item an adventurer has equipped makes up their draw deck. Most of the game takes place on small tactical maps where you play move and attack cards to try and outmaneuver and kill the monsters.

Armour gives you defensive cards which you don’t play, but which take up space in your hand and sometimes absorb damage based on a dice roll. I didn’t come across a very wide range of different effects during my brief time with the game, but throw in different terrain types and there’s just enough to make each encounter something you have to stop and think about if you want to succeed, rather than mindlessly wade in with wands and weapons.

But while there’s tactics, there doesn’t seem to be much in the way of strategy. Specifically I was hoping for an experience a little more like the aged Magic: the Gathering PC game from Microprose where you had to carefully plan your deck overall and hunt down the cards you needed to complete it. But in my limited play time I didn’t see much in the way of synergies or complementary card effects to build a longer-term strategy around. Rather, it seems to come down to making sure your party is equipped appropriately for the sorts of monsters they’re likely to encounter.

Although that’s a little disappointing, and may harm the long-term appeal of the game, there’s still plenty to enjoy. It’s accessible, fresh and fun, a delightful contrast to so many lofty new releases with their grandiose goals. And the reason I only spent a couple of hours playing it? Because on launch, all progress on my preview account is going to be reset, and two hours was enough to convince me this was a game I was going to play a lot, and I couldn’t stand the thought of putting in the effort and starting over. There’s a multi-player mode too, so grab your gear, and I’ll see you on the dungeon floor.

Free to Die – Time with Ravenmark: Mercenaries

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When it comes to turn based strategy games, I pretty much suck at them. There’s nothing new to report there. I’ve been sucking at strategy games ever since I first sidled up to a keyboard. Sure, I managed to get through all of Fire Emblem: Awakening but I played that on casual and turned permadeath off. Had I played that game on the default settings I’d still be at the first mission.

Despite my ineptitude at strategy games I gave Ravenmark: Mercenaries a spin. It’s free to play so all it cost me was some bandwidth and storage space and my thinking was that maybe it would be lenient enough for a strategy lightweight like me to master.

Yeah, not so. This game is a Strategy game with a capital S and while the monetization schemes may irk some, if you’re into turn based strategy, you really should check it out.

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Free to play games can be dicey with the amount of content given away, but this game has a pretty good amount of starting stuff to get you rolling into battle and, if you’re like me, getting destroyed by human and AI opponents alike. The game allows you keep various regiments of up to four brigades each and bring up to two of those brigades into battle. When you start the game you have enough money from winning your tutorial missions to fill up at least two full regiments of brigades. Sure, they’re not the best brigades out there, but they can get you going and earning more money as well as field a nice selection of ranged, ground and mounted units.

From here you can choose to take on small missions that succeed or fail based on some computations you’re not privy to (in other words, no combat), you can partake in a border skirmish against the AI or you can tackle real live humans in asynchronous online battles. Unfortunately using a brigade for any of these activities means they’re out of commission until they cool down, or, in the case of online battles, while they’re sitting idle while your opponent plans their next turn. As a result, it’s in your best interest to have as many brigades as possible, one way in which the game gets some real live coin out of you.

ravenmark mercenaries shot 1

While in battle, the amount of tactical options are staggering. Units can be teamed up in various formations, with those formations wheeled, flipped and broken up as needed for maximum efficiency. Units can be given standing orders to advance or stand their ground or pursue an enemy unit so that valuable action points don’t have to be spent micromanaging every unit on the field. In addition, heroes and commanders can give passive buffs and units can have special abilities to help bolster your ranks when the fighting gets thick. Add to this the rock-paper-scissors style of unit strengths and weaknesses as well as needing to be mindful of things like flanking and attacking from the rear and well, you can see why I did not fare well in my battles.

If it all seems overwhelming, the extremely extensive codex is there to help illuminate things if you can get past the sheer amount of content available. Seriously, this thing is daunting. A tremendous amount of time went into the world building for this game and I applaud a mobile game that takes the time to give the player this much insight into the world should they want to read it.

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Along with paying for more brigades, you can also pay for better brigades, maybe with a hero or two to keep yourself from getting slaughtered. You’re also free to grind away for these brigades if you don’t like the idea of paying for your content, but it’s going to be a long haul if you decide to go this route based on how long it takes brigades to recharge. Me, I’m fine with that idea. They clearly put a lot of time and effort into this game and if I decide that I don’t want to pay for it, I shouldn’t expect to get everything the exact moment that I want it. You also get some ads when playing for nothing, but you can pay five bucks for the ads to go away and for some unique brigades and some customization options. The ads never bothered me if that’s any indication.

There’s no real story to speak of, if that’s your thing and I have no idea if one will pop up at some point, but there wasn’t a story in Summoner Wars either and there isn’t one in Ascension and I don’t care. Ravenmark: Mercenaries gives you plenty of bits and bobs to make your own epic tales of I Have Met the Enemy And He Is Very Good At Killing Me, and all for nothing more than some time and some data. I’d say it’s well worth it.

The Forest of Doom Review

Forest of Doom cover

It’s one of the great ironies of modern gaming that the venerable format of paper gamebooks has made such a huge comeback on mobile devices. And riding the crest of this coolingly nostalgic wave is Tin Man Games. Authors may come and go, designers may build peculiar experimental magic systems into their apps, but the steady Tin Hand ensures a pleasing experience no matter what the content.

Their gamebook adventures engine improves with every release, making combat faster and the interface smoother. And I’ve always loved the eye for detail that goes in to their wonderful collections of achievements and book art, always with knowing winks to consumers of nerd minutiae hidden amongst the titles and the pictures.

Their latest game is a digitisation of hoary Fighting Fantasy title Forest of Doom, originally authored by Ian Livingstone in 1983, before he became officially omniscient in the world of gaming and the engine is as brilliant as usual. They’ve even added an auto-map function which is an absolutely joy, as I’ve always wanted to see a physical map of my path through a gamebook but am just too lazy, or maybe just too excited to keep turning the pages, to bother.

But sad to say that whatever mechanical innovations it provides, this latest jaunt into Fighting Fantasy land isn’t up to the quality of their other recent releases. It’s not the fault of the developer, but, bizarrely, that of the author. When signing the franchise rights over to Tin Man, he insisted this be one of the early releases. This is somewhat inexplicable, since it’s one of the weakest in the original run.

Forest of Doom is a no-holds-barred trip down into the worst excesses of 80’s adventuring. The overarching plot, which involves collecting pieces of a magical hammer to save a Dwarfish kingdom, is right out of fantasy boilerplates 101. The forest itself is just series of sequential encounters with mythical creatures with little to string them together into a meaningful whole, and few clues toward making good choices in the decisions you’re offered.

I have to admit that a part of me did enjoy this return to straightforward adventuring, written before the days when every monster needed a motivation and every dungeon a scientifically plausible ecosystem. But it wears thin with time. Especially when you discover that the book has an utterly nonsensical looping structure should you make it through the forest without collecting all the items you need.

forest-doom2

And that map, that wonderful auto-map that so excited me when I first began to explore the forest, ends up inadvertently adding to the woe. Because the best I can tell the book never allows you to turn south. So if you make a wrong turning and miss a location you know you need, you can’t go back to find it. The map taunts you with its prescience, showing the desired location in all its glory, but the text just won’t let you get there.

I think I’m right in saying that the original Forest of Doom was the very first Fighting Fantasy book I ever played. If so, I would have been nine at the time, which makes me thankful I wasn’t old enough to care about its literary shortcomings and went on to enjoy many other books in the series. But my modern day experience chimes with my recollection: I don’t remember it being as good as most of its peers with their imaginative settings and cunning puzzles.

I also remember it being easy, but that’s clearly something I made up. Or, more likely, without puzzles to stand in the way I just cheated my way through the whole thing. But the book does have a reputation amongst series fans for being relatively straightforward, so Tin Man have packed the hardest difficulty mode with a welcome tougher ending. At least it’s welcome until you actually try to get through it. My word; but it’s certainly a fun addition.

It’s a testament to the brilliance of Tin Man’s engine that I got engaged enough by the book to bother trying again on the hardest setting once I’d seen it through on an easier one. They’ve made the experience entertaining in spite of the weak book beneath it. But this is one for genre fans only: most gamers would be better off picking up their frankly superb conversions of Blood of the Zombies or Trial of the Clone, or their cracking in-house commissioned Assassin in Orlandes. And if you’ve not tried a Tin Man gamebook before, you really should do just that.