NEW ADVANCED EDITION ANNOUNCEMENT!!!!!
As far as CE is concerned...
It looks like the CE Clone Bay may become obsolete since Cloning is being added as a system. However, the CE Clone Bay allows you to make new crew members while the AE one allows you to revive current crew members who have died. So maybe it will just have to be renamed or the explanation of how the aug works expanded on yo make it more distinct from the Clone Bay.
I'm happy about the new system because that is the way I wanted Cloning to work. It could lead to very interesting play styles with heavy boarder based ships. A mantis ship with a Clone Bay really fits the lore well.
The system limits for each player ship will remain the same, with only 8 systems installed at one time. You will have to prioritize which systems you feel work best for your current strategy, and mixing and matching the new and the old creates a lot of fun combinations.
Previously unannounced, the Clone Bay is an alternative to the Medbay. Whenever a crew member dies, a clone is generated to replace them at the cost of losing some of their skills. Without the Medbay, your crew will not be able to heal in the traditional way, although the Clone Bay will heal all crew slightly every jump. All Type C ships will come installed with a Clone Bay, or you can replace your Medbay from stores for a cost.
The goal of the Clone Bay was to really disrupt the core way you play the game. You’ll be able to send crew off into dangerous situations without fear of death. Giant alien spiders will no longer be the terrifying, unstoppable force that you’re used to, since the system can simply revive your crew after the event.
But, if a stray missile takes out the system mid-clone, you’ll find death can still be quite permanent. And you probably shouldn’t let your crew ponder too long on the fate of their previous iterations.
Also, a thing I am happy about is that the new Hacking system does NOT seem like it will make the current CE augments or Effectors obsolete. It is quite unique in the way it works so the CE augments and weapons will still retain their usefulness. The hacking system requires a drone part and a system room, but can hack multiple systems in very helpful ways. The CE augments require an augment slot, but no drone part and permanently affects a specific system. Effectors will still be useful as fancy ion "bombs".
At the cost of a drone part, the system allows you to launch a hacking drone that attaches to a chosen system on the enemy vessel. As a passive effect, that system’s doors will be blocked (delaying enemy crew) and you’ll be granted detailed vision of that system. You’ll also then be able to initiate a hacking pulse which affects each system slightly differently. Some examples:
Weapons: The current charge status of the weapon will drain, delaying the weapons from firing.
Shields: The shields will drain, giving you a brief moment to get your shots in.
Drones: All currently active drones will be stunned for the duration of the pulse with a chance of being destroyed.
Teleporter: Immediately force enemy boarders to teleport back to their own ship.
The different uses against different systems, along with the passive obstruction of doors, opens up a multitude of exciting tactical options.
Lastly, I am excited about the new Mind Control system. I am beginning to see its usefulness for blue options. I can think of some pretty hilarious uses. Slugs, as we all may have guessed, are immune to the effects of mind control. This makes them more useful as boarding crew now. I personally think Zoltan should be immune to the effects of mind control too though, because they are also telepathic.
The Mind Control system temporarily turns a single enemy into an ally. Upgrading the system will increase the duration of the control as well as providing a health and combat boost to your new minion. You’ll be able to make a boarder temporarily man the weapon system, cause in-fighting on the enemy ship, or lock your teleporter onto your new ally to teleport him into an airless room back on your ship. The caveat is that Mind Control requires vision of the crew to activate, and the telepathic Slugs are immune to its ability, making nebulae a dangerous choice for those who rely on it.
Some of this new info might inspire you to creat new crew conversation text or adjust some of the old text to fit this new information.
I like all the references to the AE you put in the Captains Edition, they put a big smile on my face.