By the way I just realized it is possible for the AI Boarding event to happen twice.

No, it's normal: civilian & Engi sectors have 2-3 stores.Estel wrote:4. I just run into 3 stores in Engi space, all "natural", not event-spawned:
http://s1.postimg.org/dte48mxlb/3stores.jpg
No idea if it is normal? I recall reading, that 2 stores for friendly, and 1 for hostile sectors is max OK. Or, "pirated" stores add to it? One of the stores in Engi space was "trapped" by pirates - this time, no fight with ship, just boarders. (Severity: Medium or "It's a feature")
First of all: Keep in mind that the faction event options are only one way that set ships apart. Their respective engineering options also can proved unique play styles. This already features in the crystal ship.Delphi wrote:Shiptype: Crystal Ship
Identified by: Augmentation: Crystal Vengeance
That's not exactly how rules of war are supposed to work.Delphi wrote:What would the Federation options be: Since the federation cruisers can be expected to be crewed with absolute federation loyalists, it can be assumed that they would despise the rebels. So I would think of 2 additional options that can be choosen if a rebel ship surrenders to the federation cruiser.
These are interesting, but the Engi are obviously on the receiving end of the current conflict. Auto ships make up a significant part of the Rebel fleet. If the Engi would be such technomancers, they probably have an easier time. Some of this stuff might happen for AI. The Engi ships also have very differentiated ways of specialization available via engineering.Delphi wrote:1. When encountering an Auto-Ship, there could be a surrender option, which has a medium chance of success, as well as a chance of giving a reward(like getting some supplies from the AI, which you have convinced to support your cause).
2. When an Auto-Ship surrenders, there should be an option, which would sometimes yield better rewards than the current surrender options and be a guaranteed success.
3. There could also be special options when encountering AI ships, but perhaps it´s best to not include this or leave such an option to AI Avatars.
It should work again since 1.1. Did you have sensors to check if the enemy system is affected?Delphi wrote:Just to confirm that this isn´t a big coincidence: Is there anyone else for whom the targeting jammer is non functional, even if the event outcomes state, that it disables an enemy weapon? I had this happen dozens of times. Can anyone cross check this with the slug A ship?