Estel wrote:It means that you're playing FTL and got worst possible outcome of the non-blue choice, courtesy of RNG. "It's FTL, baby!" - sometimes you find "holy crap weapon is floating in space!", and sometimes, *you* become that weapon floating in space, after rebel cadets trash whole ship, kill all your crew, then die due to lack of oxygen
Which means no quarter. Prisoners must die. Just like I avoid Zoltan sectors. It's either 6 boarders with explosive deaths and a problem with my weapons licensing or a space station with high shields, Mind Control and Hacking. And a problem with my weapons licensing.
Gunning the prisoners down doesn't have consequences when it most certainly should, on the same level as piracy and all that.
This is good idea (we have torturing, dismembering, enslaving , bombing settlements, buying slaves - why not some selling? ), except that I would allow to *either* force on of them as slave (in-lore, rest opposed and got executed by Mantis, only this one was terrified enough to agree) *or* organize selling the slaves. Otherwise, you could, sometimes, get 2 crew members as a result of that single event (one joining your party as slave, other from possible fight with slavers). Balance reasons.
This could be tweaked. Maybe you don't get a free slave and you can sell them at a quest beacon. Then the slavers say "Hand over your prisoners and you'll be rewarded."
Refuse and they'll say "We came all the way out here for a deal only for you to refuse? DIE!" or they leave without another word, angry at their time being wasted.
Of course this can be further twisted - you hand over the prisoners only to not get paid. Attack them if you want. Or you hand them over, the slavers decide you're also valuable and attack. Or they pay you only half of what you're owed because they don't like the slave quality.
You can threaten to get the other half or attack and get the other half and one of their slaves as payment.
Speaking of which, can a Rebel prisoner exchange for money/fleet delay net you more crew? I'd like to swap a bunch of Rebel POWs over and get say an Engi or a Zoltan in return (or another filthy Human officer).
Hey, haven't you watched all those prison escapes in S-F movies (star wars and the rest)? Or played the RPGs or action games, where you get gun (or, pack with your whole equipment) just next to your cell? Somehow, they always manage to get weapon
Yeah but that's because I'm the hero and it's a story about my characters.
Then again, in sci-fi and stuff, the villains always escape somehow and it's mentioned offhandedly that they "escaped offscreen and are gunning for you."
Seriously though, it's not portraying you as the incompetent - it's rather the fact that rebels turned out to be very smart and crafty (managed to break free, overhelmed closest guard, used obtained equipment to break into armory through vents or maintenance deck... Use imagination!). After all, having to fight armed boarders is the sense of this outcome, don't be too picky.
The Rebel Cadets must have just graduated from the Macguyver Academy. Yeah that explains it. They used a paperclip and some duct tape to disable the forcefield walls (because all sci-fi prisons must not use regular bars) or to hack the easily accessible control console and grab the guns.
2. During the stealth-c unlock quest initial part, we get to check 2 rebel bases. After defeating the "fake" one, we can choose between letting them go, and finishing them. Sadly, after defeating the "correct" fighter, the only possible option is to let the rebel scums go (for absolutely free) Could use giving equivalent choice.
I think I mentioned this earlier and I agree. I have Slug Gel, a pair of sunglasses and a problem with the Rebels. I'm no Elsa buddy, I will not let them go! I'm going to see them die!