stylesrj wrote:I take the Rebels prisoner and somehow I decide to lock them in the armoury so they bust free and now I've got a bazillion boarders ruining my day. I mean, what the hell?
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
stylesrj wrote:. A prisoner might join you.
...which, generally, is good enough reason to try it, esp. that CE's crew is quite rare (mostly, thanks to other bazilion of events, so you get less chance to find free "charlies").
stylesrj wrote:(Mantis) Enslave the meatsacks!
You force one of the prisoners to work for you while you organise an exchange with a slave trader (You gain 1 Human crew and a quest).
Then you go to the Slave Trader for standard dialogue. Buy a slave, free them or sell the Rebel POWs.
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.
stylesrj wrote:I don't like it portrays me as incompetent enough to put my prisoners next to the guns (even if the event says they somehow break free... you'd think the room with the dangerous weapons would be locked enough for your crew to subdue the unarmed cadets.)
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
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.
/Estel
//EditAnd a little suggestions jar (found some typos, but for those, I'll try correcting myself thanks to git):
1. After playing with it for a few runs, I agree (with some opinions presented before) that autonomous ASB augment is really under-powered as it is. Costing what it costs, and shooting only so often, with a chance to still miss, it uses 4 missiles every time you deploy it, consumes one power bar, *and* many, many times malfunction (*after* eating those 4 missiles), resulting in either wasted ordnance, or fckin thing shooting both you and your enemy. Not to mention being useless in hazards. I think it got nerfed too much.
I would suggest either lowering missile cost (to 3, or even half), *or* getting rid of the power consumption. Apart from this, its chance to malfunction ("you got too close to enemy, or they got plating that confuses it, or...") could use some lowering, too. As it is, the augment is a total waste of scrap (and waste of missiles, if used), at least on Hard - I don't think "normal" is different here. Bought it on sector 1, using as far as in 8, the damn thing scored *three* hits on enemy ships. for whole game. (and consumed 32 rockets) While hitting my own ship twice
And I was very careful about when to deploy it, mind you...
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.
Bugs...apart from typos, so far none detected!