Posted on: September 18, 2025

dnovraD
Bestätigter BesitzerSpiele: Rezensionen: 69
Live by the dice, die by the dice.
I know. A truly competent captain can command their way out of any situation. Most captains don't have to deal with their crew turning into a pillar of salt when they arrive to port. FTL is a slow paced plate juggling type of game where one or more of your plates may have lit dynamite placed onto it. • The ever advancing doom field in the form of the fleet. You can never rest, never fully explore, and often have to make a choice between bad & worse. Any time spent in this field pitches a high class cruiser to fight. • Random events that by choice or otherwise, can remove your veteran crew, disable a system, damage the hull, and more. There are no odds listed. • Just straight up be starved of whatever resource you need. Running a drone ship? Good chance they'll never show up in item pools. • The final encounter is playing on just slightly a different ruleset to ruin any strategy you were working with, unless you had specifically been preparing precisely for it. It also has several traps, gotchas, and "thought you were clever" moments. • Many of the ship unlocks require doing suboptimal things or are spiteful in how byzantine they are. In spite of all that, I know exactly why the game is popular, and how people are able to command around those issues. The game oozes atmosphere, has fascinating secrets, and is real-time with infinite pause. I understand what the game appeal is. Just that I'd rather be able to load the dice into my favor.
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