I have been playing WAAAY too much FLT these days, and since I have not seen any real “tips for beginners" posts, I figured I’d write up some of my thoughts. I also hope that this might interest people in how the game plays. Don't be off-put, thought it can be boring to watch, it is awfully fun to play.
On ship’s power:
You do not have enough power to support every upgraded system. This makes power, not location upgrades, the ultimate limiting factor. You have a base maximum of 25 power. That means that using fully upgraded engines, shields, and weapons leaves only one power for everything else. At that point you won’t be able to use a drone, no matter how pimped out the drone bay is. Keep this total limit in mind when deciding how far to take systems. I will cover this implication more when I talk about specific systems.
This is obvious, but it did take a few games to realize how to deal with the total power shortage. For starters, there is no reason to power your med bay if you are not healing anyone; ditto for teleporters and cloaking. Routing power between the med bay and life support works pretty well, since you generally can handle the dropping oxygen levels for the amount of time it takes to heal up your crew.
Boarding versus blowing up:
It has been my experience that boarding nets you significantly more rewards than just blowing up the ship, especially when chasing smugglers. Killing everyone on board in particular is good for getting weapons and crew, which I have almost never gotten from salvage. Being a min-maxer this means that I almost always go for developing a boarding crew as soon as I can (transporters are generally the first upgrade I purchase). I will go more into boarding in the tactics section.
Slaughter versus surrender:
This is a much harder choice and requires that you actually *gasp* read and think a bit. Often the random money is equal to or even greater than the scrap you salvage from the corpse, but the deciding factor is what is offered rather than how much. Of course if they try to jew you with some lowball bribe, then kill them for the insult. On the other hand, if you have less than ten fuel and they are offering you five more, that may be worth more than the scrap and time to jump to a store. In particular slavers give you the choice between crew or cash, and that merits consideration.
Crew:
Each crew gets experience when they “do” the “thing they do”. That means that every time a weapon fires, a shield pip recharges, or the ship dodges the respective gunner, shield operator, and engineer and pilot get a bit of experience. This has an interesting implication because the red-tail’s gunner (4x weapons that fire with 10 sec cool-down) gains experience more than twice as quickly as the Kestral’s gunner (2x weapons with >10 sec cool-down). This also means that later in the game shield and piloting experience increases much faster than in the early game, when the absolute values of each are lower. As a result, swapping out a pilot and engineer after a couple of sectors generally does not hurt as much as you might think.
You have a total number of 8 crew, and 4 positions that need to be manned. This gives you a total of four crew who can float. I like to dedicate two for boarding and two for repairs/fire-fighting.
I am going to cover my personal opinion about each race.
Human (1/5): Anything they can do, someone else can do better. While they are better than nothing, I won’t pay to hire them unless really desperate and they are generally the first out the airlock when I need to make room.
Klackon Mantis (4/5): Because I heavily favor boarding, I heavily favor these guys. While they suck at repairing, everyone else can do that, and they are better at fighting than anyone else. My ideal number of these guys is the same as your total number of teleporter pads. In a pinch they can man a system just like anyone else, but their main job is to punish anyone foolish enough to visit your ship and to quickly disable the crew of your foes.
Engi (3/5): A nice solid crew member. Although they suck at fighting, this is not really a problem since other people can fill that role unless you have a surplus of Engi. My ideal number of these guys is one. It then acts as a system repair droid that does not take two power to run. With that said, they are not bad at manning stations since the manned stations are also the ones you usually want repaired quickly. If you are doing things right, your repairs should be light enough so that one is plenty.
Rockmen(2/5): I get the feeling that these guys are pretty popular, but I don’t like them that much. I feel that their slow speed really is too much of a penalty for the bonuses they bring to the table. If you are manning a station, there are other races that bring more to the table, and if they are mobile the slow speed really irritates. Yes, they are immune to fire, but given a choice I’d rather vent the room to space, and vacuum hurts these guys as much as the next fellow. Yes they have an extra 50% hps, but they still lose to a Mantis and take longer to heal up. I could put them in a boarding team, but the slower speed means the team ends up splitting up. I like to keep one around for ship self-defense/fires, but after I have one to trigger blue events, these guys are the second ones out the airlock.
Slugs (2/5): One of these guys is pretty cool for the life force detection in nebula. After the first the remainder is exactly as useful as humans.
Energy Men (5/5): Remember back in the beginning when I said that 25 is your maximum base power? Well these
guys are the cheat to get around that. However, much like the Holy Hand Grenade, three is the number of them that you shall have, two you shall not have except as a path to continue right on to three, and four is right out. These are my highest priority for crew (until I get three) and, along with Mantis, the only race I’ll consider spending scrap on once I have more than a minimum crew. Although they are $65 to hire, they are worth a $20-35 power upgrade, so are actually the cheapest of all crew in net cost. With that said, the power is actually pretty annoying unless you have the ability to just park them someplace and leave them alone. There are three man-able stations also require power, so that is where I put them. If I get an extra, I won’t space him, but you do have to be aware that it is surprisingly easy to depower your weapons if you have to move them around. Their low health makes them poor at fighting, and can die if you start taking a bunch of damage, but overall I really like them.
Systems:
Engines: If you pay attention to the numbers then you know that going from a 50-51% percent dodge is twice as effective as going from 0-1%. That puts the diminishing returns at higher than four bars in engines in perspective. Coincidentally, a gold rated pilot and engineer with four bars in engines has a 51% dodge rate. Dodge is also works against almost all attack types, and is the only one that works against bombs. I always try to put four bars into it pretty soon, but I often don’t do more than that. This is something to try playing with.
Shields: On one hand shields only work against two weapon types (beams and lasers), but those represent the bulk of the potential damage you will take. They are somewhat additive in nature because of how fast they regenerate. Given enough shields, by the time weaker foes have removed your last shield point, the first shield point has regenerated. I try to have two points of shields by the 3rd sector. However, I don’t generally like to pick up the 4th point (unless I am swimming in scrap) because three points and a decent dodge generally works against every foe they would work against. Three shields and a 50% dodge will generally neutralize to two burst II lasers, and I don’t see many ships with more laser firepower than that. Of course, see tips on the final boss later.
Weapons: This is much harder to tell how far to upgrade since it depends on what you find (or buy), but remember that you cannot get more than eight (more generally six) power total. When you are combining weapons, consider the different recharge time. Because of the way that shields recharge, a volley of weapons is often more effective than auto-fire, despite the fact that auto-fire theoretically does more damage. This actually includes bombs and missiles, because a too-long delay between the missile hit and the laser hit may allow the enemy crew repair the damaged system. Fun fact: Just as you hate it when it happens to you, if you can damage the weapons for even a second to make a given weapon go offline makes it have to re-start the charging process. Here is brief talk about the classes.
Lasers: (including ion weapons): Like it or not, you pretty much have to have these. As my first try with the rock ship painfully told me, you will not get enough missiles to take you through the game. I use lasers to disable key parts of the enemy ship. Once the foe is disabled you can destroy in the manner of your choosing at your leisure. As far as disabling goes, ion weapons are stronger, but they only disable for the duration of the effect (one of those ring counters for every “point” of damage they do). Direct damage lingers until it can be repaired.
Beams: You can’t dodge a beam, and this really is nice when you have just enough laser power to drop the shields to zero and no more. Cutting across a ship, these can do a bunch of damage in a hurry. Note you only do the listed damage per room it hits, not per square it hits. Although any weapon is better than no weapon, I generally avoid them for a couple of reasons. The first is that they do not damage shields at all. This is really annoying when one shield point comes back just as the beam fires. While the heavier beams can still damage through small shields, they also take more power, which cuts into the power you can devote to weapons that weaken the target to the point where the beam can be effective. Lastly, because I favor boarding, I like to focus my damage on the points I need it to be instead of going for maximum damage overall. Incidentally, the mini-beam (starting weapon on the stealth craft) can hit three rooms if you aim it carefully, which gives it the highest damage per power rating in the game.
Missiles: A nice solid weapon that ignores shields. The missile is a great way to damage the shield generator without first having to go through said shields. Once the generator is down, then you can put the launcher on standby and let you laser/beam weapon take over. The downside is that it takes limited ammo; this limits it to a secondary weapon only at risk of going dry. Also, one defense drone can seriously hamper the ability of your missiles to do damage, which is always a risk.
Bomb: A bomb is a missile that trades the ability to do hull damage (i.e. what you need to do in order to actually blow a ship up) for immunity to defense drones. Since I prefer to use my boarders to actually kill ships, I actually prefer this. It does not hurt that bombs also generally require less power than missiles or beams. However they are less common than missiles, so take that as you will. While given the choice I prefer bombs to missiles, they both fill the same boat.
Drones: There are various drone systems you can use, each with various utility. Although a drone system is good to have since it provides another too for the tool box. You can use them to either add abilities, or substitute for short crew.
Hull repair drones: The only drone I purchase whenever possible is the hull repair drone. The reason is that it is like a portable store. Each drone costs eight scrap and repairs, on average, four damage. Since damage costs two points per damage to repair this gives you a cost neutral way to repair without having to go to a store location do to it. This is especially useful when you might take damages for several fights in a row without having easy access to a store to repair in. The best part is that you can keep it in your hold during the fight while you use combat drones and then pop it in after the battle for just long enough to repair (replacing the combat drone before you jump).
Anti-ship Drones: I am not too fond of these. Although they have quite a high damage per second, pretty much any shields at all completely neutralizes them. With that said, if your primary offense does not do much damage (e.g. ion weapons and bombs) then drones are a good way to actually kill your target. Generally one anti-ship drone can suppress about one level of shields and a level two drone seems to be good for one and a half levels of shields. Everything about anti-ship drones goes double for beam drones, except beam drones do not affect shields at all.
Ship Defense Drones: Level one drones can target missiles and level two can hit missiles and beams. Generally level one drones can hit the first target in a volley and level two get the first two shots in a volley. Fun fact, boarding drones count as missiles when they are coming in, and I have often seen my level two defense drone blow up a boarding drone while it was already on-board.
Boarding drones: Just like description says, these are great fun. A guaranteed hull breach (which makes fighting them fun) and they are worth more than half again as much as a normal fighter. With that said I don't use them much. As mentioned before, I like to maintain my own boarding team, so this is a duplicated ability. Also they target a random room, and don't seem to like leaving a room that contains a system (i.e. it will leave an empty room, but not the dang transporter room). The last problem is that they will almost always be outnumbered 2 to 1, and sometimes worse. However, they only cost a drone and they are fun.
Defender drones: I don't remember the exact name, but this is the converse to the boarding drone. They are nice to have since they don't go away after activation (smaller drone cost) also they provide a lot of nice blue options for things like station exploration and giant spiders.
System Repair Drones: Like an Engi, but you have to pay 2 power to keep it running. Fun fact, if you have boarders you can keep sending these guys into the damaged room to slow down the attackers.
Subsystems: I always try to raise my system level to level 2 as is feasible. Not only does it make it harder to destroy the system, but it gives you nice benefits for reasonable price. It costs less to upgrade your doors, sensors, piloting, teleporter, medic, cloaking, and O2 to level two than it does to go from three to four shield points. Unlike the main systems, I often depower sub-systems when I don't need them, and the extra level allows me to supercharge the item when I do need it....such as when I screw up and am running three fires, a hull breach, and realize that O2 fell to 20%.
Cloaking: There are two ways to use a cloaking system. The first is to cloak right away. This gives your weapons a chance to charge up while the target just sits there. This means that you can hopefully get a crippling strike before they get a chance to respond. The second way is to wait until your opponent launches a volley and then cloak and laugh as the attacks all miss you.