

Their halved repair skill really shows here however. Mantis: A mantis will do the work, and when your system is under attack you will be glad you posted one here.

But when one has to leave his station he can be gone for a very long time.Ĭrystal: The Lockdown ability doesn't do any good here, and they're not very likely to need to be in an airless room for long periods of time. They seem to do it faster than others in addition to not taking damage from it. Rock: Not bad, and having them around to stomp out fires is a nice perk. I'd just rather keep him safe in the cockpit! Slug: A human's equal in every way, but I wouldn't put a slug here unless I already have one as a pilot. Human: They can do the job admirably, and are happy to help when somebody nearby needs a hand with repairs or repelling boarders. Often an Engi will have the damage fixed before help even reaches the room. (Thanks Bravo for this tip)Įngi: Once again, their quick repairs when you take a hit are pretty great. Weapons are a bit less attractive because you run the risk of needing to pull a Zoltan off his station and losing your charge on a weapon as a result.Īs an additional bonus, Zoltan power ignores ion damage, so simply sticking all your Zoltan in the shield room can make a fight against ion weapons MUCH easier.
#FTL FASTER THAN LIGHT RACES FREE#
When power crunches happen, shields are one of the last places I will steal power from, so that one free bar will never sit idle. I prefer to put them in charge of Shields, then Engineering, then Weaponry, in that order. They provide power for free, but wandering the ship can make it a pain to keep everything powered properly. Like the pilot, this guy's job is in one room all the time, though they can abandon their station to help out elsewhere with less severe consequences than the pilot. I have lumped the other stations (Engineering, Shield, and Weapons) under one category because there is very little reason to differentiate between them.

He's providing power and the cockpit doesn't use any. The guy is a scrapper, and you should be putting that to use. I often have a human pilot.Ĭrystal: Theoretically, his activated ability could be used to help protect the cockpit against boarders, so he's technically better at it than a human, but there is probably a better way to use this rare and versatile crew member. Human: Middle of the pile in every way, humans can do this job just fine. Ranked below Slug however because Engi have another role that is just very strongly preferred. Slug: Slugs are really valuable crew members, pilots are rarely put in harm's way so it is a good place to keep them.Įngi: If the cockpit takes damage, having an engi on site right when it happens is pretty great. His slow movement doesn't matter as much when it's so important to keep him in place, and the extra hp let him defend the cockpit while your fighters are en route, since it's usually at the extremities of the ship. Rock: One of the few places this guy is actually useful. Moving this guy out of place is really hard on ship defense, try to keep him put as much as possible. :) I'll just list each role, followed by a ranking of preferred races. Disagreements and discussions are strongly encouraged. Having played for awhile now, I just felt like jotting down my impressions of the best way to make use of each crew member, along with the reasoning for each position.
