Auron1 wrote:as for the "
music addon", I have used it twice, but I don't recall hearing anything different from the standard background musics...

The new tracks will only play in new CE sectors. Vanilla sectors retain their original soundtrack.
stylesrj wrote:Ok, so after doing a failed run with a ship armed only with AP weapons, I think empty beacons are getting a bad rap. No, what's really cluttering up the green sectors are those damned trade ships you can't interact with unless you have trade goods or you're a pirate. They might as well be empty beacons except without the option to socialise. And you'll encounter them a lot which is probably why some might think there are too many empty beacons.
Adding socialize option to those is under consideration, although that kind of dilutes the rules for what constitutes an empty beacon... Actually you already described all the ways that can counteract these events: Don't travel to green sectors, get trade goods, or commit piracy. Green sectors are pretty good overall, these events where a way to diminish the returns you get there.
R4V3-0N wrote:Weapon duplicators... that sounds like it could be a cool Captains Edition event in Lanius sectors... pay lanius scrap and they make a weapon like one you already have....
A lot of these request basically amount to you guy wanting to be given more free advantages. You can already do this by playing on easy or using scrap advantage mods.
R4V3-0N wrote:However one thing I am planning to do to cut clutter in my weapon packs is to make them sector specific... for e.g. my Autocannons and Machine guns can only be found in civilian and rebel sectors... Gauss rifles can only be found in Engi sectors... I could shift some vanilla weapons to be prominent in their intended sector i.e. beams and ions for zoltan and engi sectors. Perhaps CE could have a tighter control on say where Scatter lasers or light lasers could be found?.. I honestly have no clue. Overall I am quite happy with the options and availability in CE...
Again I'm opposed to derandomizing the game cause that takes some of the opportunities away. If I start with this then where to stop? I think the same complaints and more would arise from regulating the game like this.
stylesrj wrote:I think I'm in agreement with Gidoza about one thing - the stores are cluttered with useless garbage that makes the chances of getting something useful very low.
Perhaps some manufacturing augments should be restricted to be constructed only on the ship. Hell maybe it doesn't even need to be an augment. Set the event to "Drone Control" or "Missile Weapon" and have us spend a lot of Scrap building the weapons required like a more expensive store (or would that be overpowered/hard to script and thus requires the augments for those reasons?)
Again, this basically ammount to assuming that the game should make aquiring consumables for cheap super easy, which neither I nor the devs agree with. I hope you voice these complaint to Subset as well each time you find Emergency Respirators, Repair Arm, Advanced FTL Navigation or Distraction Buoys instead of a Preignitor or Weapon Recharge Booster in shops.

What would help is posting a list of Vanilla augs that you consider worth puchasing/not worth purchasing, then posting the same list for CE augs and see whether the percantage of instant buy gear differs widely. I might then adjust prices accordingly. Consumable production augs might get cheaper either way, you have a point there. But I don't think the player should automatically be able to produce consumables of cheap whenever needed.
stylesrj wrote:I'm on the fence about weapons balance though. FTL typically screws me over with only selling missiles or beams when I need a means of taking down enemy shields... but it does mean the 3-shot Flak and the Burst Laser II are becoming an endangered species.
Yeah, but there are other weapons that perform just as well. Scatter Flak, Burst III, Burst Scatter II, Charge Laser III... Also the game is supposed to screw you over.
