All repair stations inaccessible in final section

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jaman4dbz
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Joined: Thu Feb 19, 2015 4:57 am

All repair stations inaccessible in final section

Postby jaman4dbz » Thu Feb 19, 2015 5:06 am

I'm a little peeved that after playing for 6 hours on one game the final section had no possible way to get to a repair station [and unfortunately no shop, but this matter is understandably bad luck and is fine].

This is a little simple graph theory to ensure that the player can make it to a repair station before being cut off by the rebel fleet. Simply don't allow a route from the nearest repair station to be taken over by the rebel fleet, until the minimal path number of turns have been completed. It's actually simpler than requiring graph theory, it's simple path finding.

You've made an incredible game, but obscene curse words, it was infuriating to lose in such a manner outside my control.
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stylesrj
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Joined: Tue Jul 08, 2014 7:54 am

Re: All repair stations inaccessible in final section

Postby stylesrj » Thu Feb 19, 2015 7:16 am

While we're at it, what's the deal with all my next beacons being hazards? I'm flying the Nesasio and want that achievement! There should be a change in the game code to avoid that stupid draw of the RNG.

Or how about those quest beacons that spawn a bazillion jumps away yet the only route to the exit beacon is a single beacon up north near the beginning of the map?

You ran into some bad luck. Do what you can against the Rebel Flagship with those free 10 HP you got repaired and try again. The game isn't going to go easy on you after all. And be glad it was just the repair stations. I once had a long, limited route to the Federation Base. It was 5 jumps in a linear path away and one of the beacons in the middle of this path was overrun... and I was playing Captain's Edition so I was facing a bloody Cruiser with a Kitchen Sink Module.
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5thHorseman
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Re: All repair stations inaccessible in final section

Postby 5thHorseman » Thu Feb 19, 2015 10:00 am

It's almost like this game is a roguelike with intentionally-coded* chances that you'll get screwed over.

I'm not saying they coded it to screw you over, just that they didn't code it to NOT screw you over. Except in the most egregious circumstances (making sure here's a route to the exit is the example that comes to mind)
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jaman4dbz
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Joined: Thu Feb 19, 2015 4:57 am

Re: All repair stations inaccessible in final section

Postby jaman4dbz » Thu Feb 19, 2015 8:52 pm

I know this is a rogue like, but that doesn't mean the developers can't improve upon the genre.

A good example is Endless Dungeon. The exploding dudes in that game were dumb random and you'd just lose sometimes because of them. So the devs patched the game and improved their behaviour so they were less random insta-lose.

In this case, I don't mind if it's really hard, and I don't mind the random 'you lost a dude' or 'you take 5 hull dmg even though you had no choice', but add a little programming that makes the base and a repair station within possible reach of the entrance.
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stylesrj
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Re: All repair stations inaccessible in final section

Postby stylesrj » Thu Feb 19, 2015 9:05 pm

In this case, I don't mind if it's really hard, and I don't mind the random 'you lost a dude' or 'you take 5 hull dmg even though you had no choice', but add a little programming that makes the base and a repair station within possible reach of the entrance.


They are within possible reach of the entrance. Sometimes you have to go through an ASB-zone to get to it though :P

When I enter Sector 8, even if I'm badly damaged, I always assume I won't make it to the repair stations in time and the store will be impossible to get to.