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#Ftl faster than light drawings generator
For example, if the room housing the shield generator is damaged, your shield will be weakened. When a room is damaged, the function that room supports works less efficiently. Many room serve some purpose: they can supply oxygen, house the shield generators, fire weapons, be the cockpit, and so on. Your (and your opponents') ship is a two-dimensional floor layout with a bunch of rooms and corridors. Combat is pausable real-time, although it could have just as easily been turn-based without much real change. The rebels are everywhere and their advance scouts can find you even if you stay ahead of their “official” search area. Most of the time it seems like there is combat waiting for you at the end of the jump. These can be a bit opaque at times, in the sense that it is not clear what will happen as the result of a given choice, but it is satisfying to come out on the good end of these. Your decisions will determine if there will be combat and what rewards or penalties you will incur. The adventures follow a basic decision-tree structure: an outpost might ask you to search for a lost ship, or fight off some pirates. Your ship will jump to one of several systems (of your choice) at which there will either be a battle, a text-based encounter, or a store. The mechanic of jumping from system to system makes gameplay episodic.
![ftl faster than light drawings ftl faster than light drawings](https://2.bp.blogspot.com/-OKU-e6SI7d4/Wrb3-umAWHI/AAAAAAAAEfc/SfkyPDWuG_QMRtw1qwXaVEe5PxT0PhW6ACLcBGAs/s1600/FTL%2BFaster%2BThan%2BLight%2B%25EB%259D%25BD%25EB%25A7%25A8%2B%25EC%2588%259C%25EC%2596%2591%25ED%2595%25A8%2B%25ED%2583%2580%25EC%259E%2585%2BA%2B%25EB%25B6%2588%25EC%2599%2580%25ED%2581%25AC%2B%25EA%25B3%25B5%25EB%259E%25B5_1.png)
While you are jumping, the rebels expand their search area from left to right, pressuring you to keep moving even though you'd like to go back and pick up more fuel, or weapons, or crew members. There are eight sectors between your current position and safety, and your ship will attempt to move from the left edge of a sector to the right edge by hopping from system to system. You start out with a basic courier ship capable of faster than light jumps from star system to star system. The rebels want to stop you by vaporizing you so it's imperative that you stay one step ahead. You're a spaceship captain who is attempting to deliver an important message to your Federation buddies while the Rebel fleet does its best to stop you. After all, if gamers wanted to lose all their time then we'd all just play Dwarf Fortress, right? Well, Faster Than Light (FTL) is more like the second type of story. The first type of story tends to get more games based on it. Space travel is a dangerous proposition, the sort of thing one wants to be over as quickly as possible (but not too quickly). The hero's destiny is likely to become a side dish for the fantastically evil aliens that lurk just outside his hull.
#Ftl faster than light drawings full
In these stories space is a big, scary place, full of things that want to eat you, or worse. Then there is the other type of space story, like “Alien” or the new Battlestar Galactica. Zooming around space is fun and (mostly) safe, sort of like driving on a freeway or riding on a plane. In these stories space is a big, exciting place where the hero can find his destiny and alien races are colorful and interesting. On the one hand there is Star Trek and Star Wars. There are two different kinds of space stories.