68

TL;DR. --> No. The rate is fixed. For Science! --> I ran a series of tests, each iteration tracking the amount of time necessary to go from 100% oxygen to 25% oxygen with all internal doors open. I stopped here to avoid damaging my crew's health and thereby requiring time in sickbay before the next iteration began. Results were as follows: SHIP CREW ...


57

Having just sabotaged a perfectly good attempt to finish an EASY run (Yes, I play on EASY -- I'm a pansy), I discovered the following: Skill loss is a flat amount. Skill loss is applied to all skills. Skill loss is not random. Skill loss is different for different skills! Piloting is affected -20% of a bar (-3 dodges) Engineering is affected -20% of a bar (-...


50

I've just tested this out by holding a party in a de-pressurised weapons room. The crew seemed to have a great time and, providing the clone bay remained online and powered, all woke up the next morning with only minor hangovers. By powering down the clone bay, however, as soon as a crewman died I was given a big angry warning saying "Clonebay off - Crew ...


48

No, whether or not you jump out early has no effect on the delay of the rebel fleet in the next sector, therefore its to your benefit if you visit as many locations as possible in each sector.


45

The only way to close your doors is to repair the "doors" system (appears as a vertical equals symbol). It only has to be repaired one point to allow you to close all doors. This will be very difficult to do in your situation as your crew may die of oxygen deprivation before they can make it to the door control and perform the necessary repairs. In this ...


42

Inventory is determined when you first arrive at the store node The store inventory is generated when you jump to the store node on the map. Revisiting a store node that you've already visited will not change the inventory of that store. I tested this by doing the following Start the game Proceed until you see a "store" node Save and exit Go to My ...


40

Level 3 sensors have a non-combat benefit, since having them will present additional blue options in some encounters. Another benefit of seeing their systems is that you can see the cooldown on their cloak (if they have it), which can help you make decisions when firing weapons or teleporting crew in.


39

I've been in a similar situation, and no, there is no way to stop them attacking. I've always wondered what goes through their heads in these situations. Probably something like this: Me: "No, stop attacking, one more hitpoint and that ship'll be torn apart!" <Mantis 1 turns to Mantis 2> M1: "We have a chance here to do something great, ...


38

My answer to this question will be Yes, extinguishing fires counts as repairing. My current repair-skill-upgraded Engi extinguishes fire squares in less than a second per square. The only explanation is that fires are treated as repair actions. Thanks @Winterswift and @Aslum for the additional information Apparently while extinguishing DOES count as a ...


38

Yes. First you'll need to locate the saved game file you want to transfer. Second, you'll need a tool that is able to upload files to the inside of an application sandbox on your iPad. Two possible tools are iFunBox for Windows or iExplorer for the Mac. Open the FTL app in your iOS file explorer. Browse to the FTL app and you will see a file structure that ...


37

Upgrading your Doors subsystem will improve your doors to Blast Doors, which slow down the spread of fire and require enemies to break them open before they can pass through; a higher level means they can contain fire and enemies even better. In Advanced mode, you can temporarily upgrade the subsystem by having a member of your crew man the Doors control ...


36

As FTL itself mentions, if you hover over the 'AUTOFIRE' button: You can use LCtrl+Aim to force the opposite of the current autofire setting, i.e. hold LCtrl while you aim each weapon you intend to autofire, which will then autofire while the overall autofire control is turned off.


36

Yes, random events can destroy your ship. Although it doesn't show up in the screenshot, my ship had 3 bars of health before that damned Mantis saboteur threw a wrench in my engine and then teleported to safety.


33

Holy crap, it is: I was fighting the dread pirate Tuco and after he ran out of bombs (and thus could no longer damage my ship with only a single puny laser) I set my Ion Blast II on his O2 and went to watch some football. When I came back he was still alive, but all my crew members had been fully leveled at their respective stations, and after I switched ...


33

No. In fact, rushing through sectors places you at a disadvantage. Exiting the sector early does not give you more time in the next sector. The rebels start in the same position, begin advancing at the normal time, and advance at the same rate they normally would (unless you're in a nebula system). Speeding through a sector and exiting it as soon as ...


31

No, Zoltan crew members will only fill the available bars for the room they occupy, freeing up reactor power to be used elsewhere. This can easily be demonstrated by the Zoltan Cruiser Type A, by moving the all three starting Zoltan crew members into the engine room, which by default only has 1 bar: The energy provided by the Zoltan in the engine room will ...


30

That all depends on how beefy you are at the point that you choose where you're going. Civilian sector doesn't equal completely safe. A hostile sector, while a bit more unsafe, also generates a bit more reward for being risky. This is in the form of special encounters and shops. Also, as said before, if your ship is decked out and has more shields then ...


30

The main point is that the fight is over immediately. If your ship is in bad shape, and the enemy still has some weapon systems up, that can be very desirable. You also tend to get more fuel from accepting a surrender; fuel is frequently destroyed along with the ship. Lastly, there are a few fights where accepting surrender carries additional benefits. For ...


29

It says "Combat I" which is an attacking drone. There's no hostile ship to attack, so the game won't let you use it. But! If you were in an asteroid field, you could deploy Defense drones: If you've got uninvited visitors on your ship, deploy an Anti-personnel drone: Even in a safe zone you can use a Hull Repair and System Repair drones: There are ...


26

Normally you wouldn't be able to escape a situation like this, but your halberd beam should be able to do 1 point of damage per room through a 1 bubble shield, which is what the enemy will have immediately after your hull laser hits. You can destroy the enemy and be on your merry way.


25

My answer to your question is two-fold: it works on the output end, but not on the experience end. I watched the repair experience meter as my crewmember put out a large fire, and nothing changed. However, it does seem like their effectiveness at extinguishing it relies on that repair skill. In response to your edit, I would assume that yes, classes more ...


25

There's a chance that the ship you boarded had a Cloning Bay, in which case it needs to be destroyed for the crew to be considered fully dead. If that's not the case, you said you killed "all the crew you found", which makes me think you do not have improved sensors to see the inside of enemy ships. In that case, it's possible that you simply missed some ...


24

Yes. Each sector generates with a different possible number of stores, like so: Civilian sectors (Civilian/Engi/Zoltan) each have 2-3 stores. Hostile sectors (Pirate/Rock/Rebel/Mantis) each have 1-2 stores. Nebula sectors (Slug/Uncharted) each have 1-2 stores. The Last Stand has one store and you probably won't have time to find it.


23

Here are a few strategies I can think of: Hit the affected crew member with your own mind control to cancel out the effect - that's what I would recommend. I normally engage the flagship with MC installed. UPDATE: even level 1 MC can cancel out a lvl 3. Disable enemy's mind control system either by direct damage or ion damage. Hacking mind control disables ...


23

The point with the stealth cruiser is to basicly use well timed stealth activation as a shield. Being is stealth almost guarantees that any shot fired at you will miss. Of course, no enemy will fire at you when you're already in stealth. (In fact, their weapons won't even charge during this time.) The trick is to activate you stealth after they have ...


22

I have boarded enemy ships with cloning bays, and if their cloning bay remains online and powered, eliminating their crew does not grant victory of the battle. I cannot prove this, beyond my word however.


22

All the info is given in the tooltips, but here's a run-down: Shields: Drain power from shields, disabling them if enough power is drained in time Engines: Makes the target's Evasion stat visible just by being attached, and makes it zero when hacking Weapons: Makes charge level visible even if sensors don't allow it, and drains when hacking Oxygen: Drains ...


22

I've done some experiments for this purpose... I moved a Lanius into a full-oxygen room with a human, at at the same moment, moved an Engi into the no-oxygen room the Lanius had just occupied. When the human started taking damage, I paused and checked the results. With level 1 oxygen, the Engi had 8 health then I paused, and the human had 97 With oxygen ...


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