Sometimes, to make boarding a ship easier, I'll send off a volley or two of burst lasers to knock out the medical bay or injure the crew before I teleport over to fight them.
When I do this, of course, it causes several points of damage to the enemy ship's hull.
Does it make any difference in the amount of scrap I receive at the end of the fight whether I weaken the enemy ship in this way, or capture it by teleport without firing a shot?
(My impression is that it doesn't, but I'm looking for something more solid than a hunch.)
According to the Developer, it does not.
Update: It was a comment made by the Developer on the now-defunct Penny Arcade Report website back in the day. Apologies for not linking to the source originally.
According to this wiki page (and to this Arqade page, where a rather similar question is answered), the default reward system does not take the "health" of the enemy ship into account when the ship survives. It is only a matter of probability between the possible rewards triggered by the "killing the crew" victory.
This article on Ultronomicon describes how the Orz "intruders" (Marines) kill enemy crew and are killed in turn. The article implies that the probabilities are the same regardless of the type of enemy ship. To me, however, it seems that Orz intruders do better in some enemy ship types than others. Particularly, the Slylandro probes seem to be almost impervious to them. Is the article's implication correct in terms of the game source code? Is it possible that other factors, such as poor random-number generation, could cause the effective probability to be different?
I captured a man of war. Usually there are 3 options when the dock is full: Scrap ship Decide later Scrap a ship from a fleet I want to decide later. I have cheap frigates I can scrap but they are all on missions and I can't access them till I deal with this newly captured man of war. So I was forced to scrap the man of war, which sucked. Why do I sometimes have the choice to decide later and other times I don't?
Perhaps the biggest weakness of the Mantis Cruiser (Type A, anyway) is its inability to deal effectively with AI ships. Before Advanced Edition, the general advice was to either improve your weaponry, or use an upgraded teleporter to board the enemy ship and save your boarders just before they suffocate. Advanced Edition has added several new weapons and systems. Do any of these offer a viable alternative? I'm loathe to spend large amounts of scrap upgrading my weapons, and playing leapfrog with crew seems extremely risky. One way of looking at it is that the Mantis A is designed
I recently found a Boarding Drone, but was wondering; do you need a teleporter to teleport the drone onto the enemy ship, or does it automatically spawn at a room in the enemy ship?
Low chance of Fire Power: 1 -- Breach Bomb I -- Warmup Time: 9 seconds Cost: 70 Scrap System Damage: 1 Crew HP Damage: 30 100% chance of breach Power: 1 I won't even go into the Ion Bomb which...In the advanced edition of FTL, a number of "stunning" weapons have been introduced whose primary function seems to be stunning the enemy crew for a certain number of seconds. Additionally, some... I -- Warmup Time: 8 seconds Cost: 30 Scrap Ion Damage: 1 Power: 1 The Ion Blast 1 fires 2 seconds faster. The significance is if I pair two of these up, I can easily lower any level of shielding
surprises me from behind I'll be powerless to do anything about it. What can I do to make this fight as painless as possible? ...This boss fight involves a telekinetic witch that can teleport in, deal slight damage and freeze you and your aim in place for a few seconds and then teleport out. She's assisted by a great deal of enemies, from hordes of Beheaded Rocketeers to Scrapjack Rocketeers, that can make a great deal of damage during this period. Since she can teleport pretty much anywhere and lock you in at the most
If you only have one crew member left, can he be killed by events that kill one random crew member? Or does FTL make sure events always leave you with at least one person to play captain (allowing you to "predict the outcome" of those scenarios)? By that I mean scenarios like Giant Alien Spiders in which a random crew member gets killed instantly; not events such as an enemy boarding the ship and killing your crew member through standard combat.
So I have a game paused right now. Here's the dire situation: Enemy: Auto-scout, all rooms seperated from each other, ONE hull point left. Me: Teleporter on cooldown, two fully leveled rockmen inside the enemy ship attacking a system. So there's my dilemma: if my rockmen continue to attack the system in the room they are in, they will destroy it, dealing 1 damage to the enemy ship, causing it to explode and kill both of my crew members inside. I can't teleport them back because my teleport is on cooldown, and I can't move them to another room because all of the rooms are disconnected
Possible Duplicate: Tips for killing enemy crew without use of boarding parties While playing FTL, one of the jumps resulted in me picking up an angry spacer whose ship had just been captured by pirates. He requested my assistance in retaking his ship which, he stressed, would entail not destroying it. I had no crew teleporters so I proceeded in destroying the enemy ship's oxygen.... Waited a while and... nothing. I didn't have scanners level 2 so I didn't know for sure what was going on but all the enemy crew must have died, no? In any case the ship kept firing and I