DrkTemplar wrote:@The Hawk, If I remember correctly the issue you had was with the level 3 door system. The "high" level ships do use level 3 door systems, but not all of the ships in IS do. I don't completely understand your suggestion. If you are suggesting to dynamically change the enemy ships based on which ship the player chooses, I don't know of a way of doing that. The only way I can see making it "easier" for boarding is to reduce the level of the door systems on ships, or reduce the number of crew members on the enemy ships.
Just to clarify, I can change the ships that appear in the first sector (Civilian), and you do not start in the secret sector, you start in the Civilian one. I'll look at those ships, and if any of them have a level 3 door system, I'll go ahead and reduce it.
Your idea of a resource ship will likely be hard to play in IS. You will have to run from automated ships, which appear more in the Civilian sector, and will probably find yourself "running behind" by the time you hit Deep Space sector. It sounds like you want to play a ship that uses boarding as the only offense. I would suggest at least 6 crew members so that you can leave one in the pilot seat, and one in the engine room (for best evade). I would also start with the bordering drone. This would help with automated ships, and allow you to still be offensive when you need to keep your attack crew members on your ship to defend against enemy borders.
i just had a silly idea to make a ship based on fleeing from combat with max engines and 3 ftl recharge boosters, which i thought (to balance the ship) would have been op to had weapons. I will literally make this ship and rely on event where some... lets say, federation loyalists give me free resources. i wont come and say this is impossible since the game isnt made to be played that way.... at least, i dont think so.
Im still sorry for bothering you again about boarding. I didnt quite remember that the door system was the problem, because for me, every fight was like the rebel flagship (take down medbay, beam my mantises in the medbay, be lucky that the flagship does not cloak when my mantises are injured... things that i never had to worry about in the vanilla game but for the final boss fight). However, now that i know how to creaete my own custom ships (with ftledit), i can now make a ship that would start completely op in the vanila game, but a starting ship for IS (Hence the name, infinite space, where it never ends. I like the challenge of the cruisers, though, and makes up for me needing to be there and do something, not just "warp, shoot, warp to next beacon" procedure. if thats not what you intended for your mod, well sorry, but this is the only mod that makes the game challenging enough, though playing until death, not final boss)