Sleeper Service wrote:
1. I'm still pretty sure that delay does not carry over to the next sector.
I'm pretty sure it does

Just checked it, but you have other proofs already, so lets move to busting other myths:
Sleeper Service wrote:2. Delay on exit cruiser would also allows to farm fleet delay on exit by on returning to the beacon, which actually could be exploited excessively.
Wrong, as I'm quite sure (tm) that it is not cumulative, i.e. next "delay" replaces old one, not add to it. I've tested it once, as I also thought that it may be possible exploit. Tested it by farming poor cruiser over and over, and I ended up with just one, standard delay.
Sleeper Service wrote:3. Having the player return to the exit beacon seems restarts the same event with the same named Rebel cruiser. That is another thing that wasn't intended and the player could be discouraged to do that by not getting fleet delay on exit. Otherwise I have to make the exit beacon a general event without any fancy named cruiser. Boring.
Agree here, but again, the same named cruiser is very minor bug. And, as seen in previous point, farming it over and over doesn't give you anything - even further, it make you loose fuel (jump there and back, get only one fuel as reward, = -1 fuel pel cruiser, no additional gain).
Also, what you described doesn't fix this little, non-important bug - it just hope to discourage players from hitting it. Yet, due to not-summing-up delays, reasons for hitting this bug before and after change (getting rid of delay) are the same (unusually generated sector, where you have 3 or 4 interesting beacons *after* exit). So, logical conclusion is, that latest change doesn't affect probability of hitting this bug, at all.
Sleeper Service wrote:So, I'm not planing on bringing that feature back currently.
Well, I hope that I cleared all your fears for possible exploit use

Frankly, I'm all for re-introducing delay on exit, but of course, it's your decision. Fun fact - I'm OK either way re "powergaming" aspect. It just isn't logical, that other cruisers give delay, and this one doesn't. It also create possible "silly" situations, where you want to buy yourself time for exploring *current* sector past exit beacon, so you need to "hunt" cruiser around exit, because one on exit doesn't give delay for arbitrary reasons *rolleyes*.
Sleeper Service wrote:I'm also pretty sure that 1.031 is completely stable, aside from some very minor bugs that already have been present in the last version... working on that stuff. So no real need to revert to older versions.
Maybe it was luck, by I was never hit by non-targetable (or messed targetable) ships in version I'm using now, while on newest version, 90% of my playthroughs I meet such weirdo. I know, one can work-around it, but it becomes quite tedious, and as such, seems to be game-breaking for some (inc. me). Sure, it was funny to chase bug *once* (well, no real need for chasing it, as it appeared on 1st playthrough...) to confirm it's existence, but for normal, relaxing playthroughs, it's irritating. Mix it with silly delay-less cruisers on exit (which I perceived, and still hope to perceive, as temporary "solution", made due to some stupid +wrong "lets play" comment), and it just seems natural to revert back, 'till next version is released

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Sleeper Service wrote:The report by CrazyDave concerning the glitched room that can't be hit by drones got me and kartoFlane to do a little R&D on that. We ended up with a way to create systems that can't be targeted. That was a thing I wanted to do for some time, to set certain enemies further apart from standard encounters.
So, the new Zoltan Shield Barge will have it's shield system deeply encased within the ship. This way it can't be manned, but also not damaged by any weapon fire. Deal with it!
A few other enemies also will feature internal system. The Rebel battleship for example will have encased weapon and door system. I hope to finally create a ship the player really HAS to run away from...
Fine idea, if won't get over-used. To make it logical for even beam weapons being unable to dam,age such system, ship should be *really* big - Battleship sounds OK here (although I'm not sure if unmanned weapons are good idea - doors and oxygen, maybe, to make boarding harder?). Or special, like that Zoltan barge. But if we start seeing it on 1/4 of ships, it may become tedious.
I still think, that separate weapon "turrets" - aka separate weapon systems, resembling artillery beam or boss weapons - would be more interesting, for both BIG ships and stations. Have you checked possibilities here?
/Estel
BTW, you may get disappointed, if willing to make a Battleship that I'll need to run from

Would love to see you trying, though - such challenges (if made logical way, i.e. not straight, unrealistically OP just for sake of it) are really rewarding to overcome. Even, if there is no in-game reward for it (or small one, like delaying fleet with battleship - lets be honest, it wasn't lucrative in almost any case, yet, I couldn't help myself to just blow those things up, blinking eye on scrap [repair, bombs/missiles/drones, etc] cost).