Another supplement to bug report:
Bugs:1. In one variant of the event where we meet civilian ship chased by pirate, the spawning ship is default rebel rigger. Severity:
Minor2. On-board sciene lab doesn't allow to conduct research, when we get "no one responds" event during out-of-fuel situations (other things,m like producing on board of socializing, shows up). (Severity:
Minor)
3. Civilian with weapon system malfunctioning, miraculously get all of them working, if fight ensues after using Requisition License. Checked with guy that had burst laser and triple rocket, all of them worked flawlessly. (severity:
Medium)
Suggestions:1. Maybe I'm just unlucky with science lab, but most results of research is gaining some trade good. While not something bad per se, it would be great to have other, more diverse effects (gaining some resources from various natural and not so natural sources, rare chance to get special race crew member - like finding hibernating lanius somewhere etc). Running into hostile situations very rarely (like, awakening some auto ship, or this hibernating lanius actually sleeps on his ship buried in some asteroid field and attack us) would be nice, too.
The reason why I'm writing this, is that science-lab already occupies one augment slot, so very quickly, we just need to discard results of our research

Getting trade goods out of it is superb, as far as it doesn't dominate positive results by margin of 90% or so, as it seems to be now.
Also, again, I'm not sure if it isn't like that already, but it would be great if we would get wastly different results, depending on where we are researching. So, empty and desolate ice-fields in engi space would have much higher chance of finding something hibernating there or other mysterious stuff, heavy populated/industrialized sectors would get higher chance of finding resources, and desolate sectors would more often (but not as much as it's now

) allow us to find trade goods unharvested by someone else before us (all those seeds, archaeological artifacts, etc). And so goes on.
2. In most events where we decide if to attack enemy or not (when given chance to decide), we have a glance on their ship - and weapons - before fight. But there are some events - rebels suited for cargo transport, smugglers in nebula, etc - where we see them only after engaging. That is OK, some surprise doesn't hurt. But, it would be great, if sensors lvl 3 (the ones that give us enemy weapon charge level, and full info if manned) could give us blue option ("Run a tight scan on the vessel, before deciding what to do"), that would show us enemy, allowing to attack him, or change mind. The changing mind thing would just close event window with enemy ship neutral, like surrender does.
Typo:1. One of results from using lab, may be about discovering hovering creatures, that communicate on subspace. We get info about our FTL field being "destabilize" by what seems to be subspace screams. Should be "DestabilizeD".
Cheers,
/Estel