greetingsfromoslo wrote:Honestly, a simple fix could be to have more ships do a FTL jump. That would put the boarding party at serious risk if you leave them for too long. That would also prompt the need for weapons to quickly bring down fleeing enemies, which I think would balance out the gameplay a bit better.
There could be blue options provided for such instances. With a long range scanner installed or an upgraded teleport you could lock on to your abducted crew and hope to save them, though no happy ending is of course guaranteed.
That would help make the FTL jammer more useful, but honestly I don't see a way to make the teleporter less powerful without making significant changes to the teleporter itself. Like a "miss" chance based on evasion, where you can't pull your crew off in an emergency. It could be a good way to make the higher level teleporters better than they are now.