stylesrj wrote:Considering how "Civilian Sectors" are actually just copies of the actual Civilian Sector (which is what Sector 1 always is), perhaps Sector 1 should have those Trade Ship events removed from the event lineup. It won't affect any further Civilian Sectors, just the first one. That way there's more reward potential and the game could be more easily survivable beyond.
I like this idea. Although other thoughts occurred to me as well - like if a crewman should leave over deciding to Pirate, you can still attack the ship anyways and and REST of your crew doesn't stop you (You've already been penalized - why get a further penalty by not even being allowed to engage in the combat that your crewman just left over? It's one thing for a crewman to desert over a thought or an idea, but that's not the norm - crewmen desert over actions performed
.) Another thought would be to have some other totally random off-the-wall stuff, like the Traders want help and a crewman of yours can choose to leave in exchange for scrap, etc...the idea being that the outcome if you don't have a Pirate ship/Trade (trade isn't always good, either, because it still doubles Fleet length and the sell price isn't high...but I guess you do get a shop out of it) is still zero-sum, but you can realistically "trade" with the trader with more than merely Trade Goods. Sort of like a variant of what happens of when you hit a Black Market or a Mercenary - except you got a list of more mediocre options. (Trade goods, trade a crew...trade a weapon? Pirate them. Trade resources? Well I guess that one already exists, but you get the idea.)
Also, just for fun - I did what meklozz suggested and just ran a "replace all" in every document that seemed relevant just to test if this would really work, and integrated Teleporter Disruptor into the Advanced Plating. Apparently, it did work. What's puzzling, however, is that even though I set its rarity to 0, the old Teleporter Disruptor now unused in anything was still showing up in stores for some reason, and I can't figure out why. I purchased it, and it legitimately doesn't do anything. Any thoughts...?
Anyways, the changes from the latest version look interesting, so what I'll probably do is download the new version, completely re-instate the changes I had intended (Or perhaps I don't need to - how many things were changed in blueprints.xml.append after all? If it was just value changes there, then perhaps I'd avoid lots of work; it's the event stuff that I want to gather from the new version.), fiddle a little more according to the feedback I've been getting, and then I'll post it up either this week or next so you guys can try it out and give more severe criticism. Suffice it to say, whether on Normal or on Hard, I'm finding this to be wonderfully rewarding, win or lose.
P.S. Sleeper, that previous paragraph being stated, thanks for the new version, I appreciate having a voice that was heard. Of course, I'm doing something a little different than you are, but know that I'd only want to mod CE as I am because it's the best and I respect it/you/all who made it, and so it is worthy of my tweaking.