I hope 1.102 will restore stability to its old high.
1.102
- Still no Testrel
- All kinds of augments now allow you to resist certain hazards and combat augments
- Subspace Scanner cost slightly increased
- Rock Plating and Titanium System Casing cost reduced
- Internal AI designs flawless System Repair Drones now
- Out-of-fuel engineering options corrected
- Crystal Sector is no longer unique
- Rock Homeworlds start beacon crystal option now correctly spawns a quest beacon instead of calling the event
- Enemy Rock ships are further distinguished by how many layer of armor plating they have now
- Fancy black holes - Now also available in Rock territory
- System resets now include teleporters
- Hellebard Beam impact now also displays and UI prompt
- Curator quest final reward increased
- Nebula exit beacon behaves like in vanilla again
- The boss will finally shut down the medbay correctly in phase three
- Husks should no longer have visible crew now
- Dead auto ships no longer reset you sensors
- Typos
As for the various suggestions:
Delphi wrote:Shiptype: Crystal Ship
Identified by: Augmentation: Crystal Vengeance
First of all: Keep in mind that the faction event options are only one way that set ships apart. Their respective engineering options also can proved unique play styles. This already features in the crystal ship.
The crystal ships are already very powerful. Giving them another perk alongside their retaliation does not seem necessary. Also the Teleporter Disruptor already has the same function. It would be interesting to implement this for the events that do not feature teleport based boarding, but these are few. Doing this with a chance based eventlist call would make it really complicated.
Any crystal perk should come with huge downsides. CE establishes at some point that Crystal Ships can change shape and function over time. One thing that was considered lately, is giving them the options to restructure parts of their hull into weaponry, basically trading damage for crystal gear.
Delphi wrote:What would the Federation options be: Since the federation cruisers can be expected to be crewed with absolute federation loyalists, it can be assumed that they would despise the rebels. So I would think of 2 additional options that can be choosen if a rebel ship surrenders to the federation cruiser.
That's not exactly how rules of war are supposed to work.
Its hard to justify that your cruiser crew has a problem with piracy, but is okay with executing prisoners. The Fed cruiser allready has some blue options that focus on interaction with other Fed ships. These will still be extended and if the wingmen concept comes together nicely, will make very differentiated play style for that two ships possible.
Delphi wrote:1. When encountering an Auto-Ship, there could be a surrender option, which has a medium chance of success, as well as a chance of giving a reward(like getting some supplies from the AI, which you have convinced to support your cause).
2. When an Auto-Ship surrenders, there should be an option, which would sometimes yield better rewards than the current surrender options and be a guaranteed success.
3. There could also be special options when encountering AI ships, but perhaps it´s best to not include this or leave such an option to AI Avatars.
These are interesting, but the Engi are obviously on the receiving end of the current conflict. Auto ships make up a significant part of the Rebel fleet. If the Engi would be such technomancers, they probably have an easier time. Some of this stuff might happen for AI. The Engi ships also have very differentiated ways of specialization available via engineering.
Delphi wrote:Just to confirm that this isn´t a big coincidence: Is there anyone else for whom the targeting jammer is non functional, even if the event outcomes state, that it disables an enemy weapon? I had this happen dozens of times. Can anyone cross check this with the slug A ship?
It should work again since 1.1. Did you have sensors to check if the enemy system is affected?