R4V3-0N wrote:Huh? Tell me more about systems ontop of each other.... I'm curious as this could fix a problem 1 ship of mine has issues with....
In SL2 if you assign a room that already has a system/subsystem in it a second system/subsystem, BOTH will now be in the room. You can set them individually by right clicking the room (you'll see them both in the menu). In theory you could possibly assign a whole bunch of systems and subsystems to a room but I don't know the effects of that. For all I know more than 2 could crash FTL so it'll take some testing.
Anyway, if you do that with medbay and clone bay, they work as expected. If you do it with any other room types they stack (again, I only tried it with 2 systems). Own 0? Empty room. Buy 1? Normal room. Buy the 2nd one? The symbols and room graphics overlap and both systems work as expected. However, when the room gets hit only one system takes damage (It may be the "top" system, or the "bottom" system, or even the system the AI targets. It would require some testing to be sure). When you try to fix the room (at least with the drone this happened. Need I say this will require more testing?) you can only fix one of those rooms and I'm not sure how the game decides which one you can fix.
It may be possible to set the game up so you could have a room that cannot be hit in this way. There are a lot of things that need testing (in addition to the above, I also would like to test what happens if you pair a clone bay with a non-medbay system for example) and a lot of potential pitfalls (Not being able to repair a system is bad, mmmkay) but also a lot of potential coolness.