![]() The only good thing about a damaged system is that it stops drawing power from the pool your ship's components share. That's bad, because the crew is essential to repairing rooms, and even that carries a risk of death by fire or further enemy attack. If you lose O2, your team will soon be gasping for their next breath. If your shield room goes down, every shot will strike your ship. As enemies damage those rooms of your ship, the corresponding systems shut down. As you can see with a single top-down glance of your craft, shields are in one room, weapons in another and so on. What FTL does so brilliantly is make all its complex elements easy to manage and understand by pinning every system to a physical segment of the ship.
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