Estel, thanks for the amazing review and hints!
Let me answer your topics:
This is also planned, actually, if the player has the On-Board assembly line. But it would have nearly no variations (building usually the standard variation of the weapon), and if you had certain crew or augs, you could use them in combination with your assembly line to expand your choices.
I'm glad that my ideas might prove to be useful for something, and - in fact - thank *you* for creating this mod! Most people just drop suggested ideas if their suggestion wasn't accepted into "mainstream" (whatever type of mainstream we're talking about), and you've not only take your time to do it yourself (and learn how), but also created something that looks very well-thought and elegantly coded. Hats off, and much encouragement !
As for assembly line, it's very good idea - sound obvious and natural (but of course, while thinking about what augment could fit here, I had no ideas :rolleyes:).
From the numbered points now:
2. Most ships which don't have a special predefined event for when the crew dies has a chance of dropping a blueprint! I don't know if that's the case with the rebel transport, but you're right that it'd be a great addition.
The idea of having ships that drop weapons have a chance to drop blueprints instead is also really good, it's exactly the kind of thing I wanted to know more about. This is my first experience with event modding, so I didn't know yet what were the best events to add the blueprint drops, this kind of feedback is exactly the help I need
Ah, good to know that you've already added those blueprint chances to a more general-happening things. As for the events with (relatively) high chance of giving weapon, apart from rebel transport, there is:
1. (Vanilla?) Nebula event about a "ship trying to stay away" which we presume is a smuggler (killing his crew instead of blowing up have one of biggest chances of gaining weapon in game, IMO, not checked in script files as I prefer being oblivious about such things).
2. CE's event with station that is repeatedly attacked by pirates - if you decide to stay a while longer and help them (or use any of the blue-event choices, I believe, like mining their proximity), you have a chance to get a result where they give you weapon, as "they won't need so many those things anymore". Could as well have equal chance for blueprints.
3. Event where settlers complain about some of their friends taking up on piracy, and asking you to give them a lesson, without actually killing offenders (this one have a *guaranteed* weapon reward - would be interesting if had low - like, 20% or so - chance of getting blueprint instead).
4. Event where you help someone attacked by pirate - one of the possible outcomes is a shipwright (never understood when it would be shipwright giving us weapon...) that want to "help us as we have helped him and install weapon in our ship". Some other possible outcomes include scientists, that just give standard supplies as a thank-you. Could, as well, have a chance of them giving blueprint in addition to supplies.
5. Last but not least, there is this "merchant" in the nebula, that tell "tales about dangers in the nebula", that we can ask about special tech in the CE - gives list of most exotic weapons in the game (chaff launchers, Ion Intruder, etc). It seems as absolutely perfect place for buying schematics for some exotic weapons.
That are just a few things from top of my head - I'm sure that you could get more weapon-related suggestions from others, too. I'll keep and eye on those events during my playthroughs, and write them down, so expect more posts with those, if you're interested
Kiloku wrote:3. I had heard the Dummy Weapons idea before (I think from RR himself, actually), but I didn't understand it well at the time. I like the idea of it not occupying an augment slot. This would actually allow more variation to the options, too. I'll probably check it out!
Nice to hear that (the same for the fact that you like idea of prefixes varying with sectors, BTW, I hope it will turn out doable without too much hassle)! Expect that it takes some crazy and tedious coding IIRC, but unless it's not too overwhelming, I think it's totally worth it. It's a pity that Sleeper haven't decided tp give it a try for main CE trade system - but, I understand, that with whole CE he don't have so much time to spend for such specialized features (not to mention unbalancing effort/reward ratio for trading, it would require re-calculating if we had more place for trade goods). For weapon blueprints - that are *totally*
new thing in FTL - creating if from scratch as weapon dummy doesn't pose any balance problems, and helps to save frustration in the future.
Kiloku wrote:I wish we didn't have that trouble with the save+quit bug, artillery is awesome! I didn't check it out yet because I'm playing with Infinite edition, so I don't have time to play in one seating :/
Yea, I must admit that for Infinite, I also never made a single-seat run. As you may remember from CE thread, there are some methods to circumvent the save problem, as it doesn't appear if player ship have artillery from very beginning. (Ab)using it, we can have artillery from start, disabled by every event, and a special augment/weapon/whatever, that gives a blue-event before every battle, activating artillery. Technically, it works just like with combat augments, or countering effects of enemy combat augments (you start battle with system disabled, until you have augment that gives you a blue choice to have it working).
While it's a little problematic for main CE, it could work well for you "special quest" idea - a optional submod to your mod ( just like CE have it with some features
), that gives disabled artillery for all ships (artillery "stub"), and gaining a special augment through your quest allows it's actual usage.
The only downside (apart from coding, coooding, coooooooding) would be that Fed cruisers wouldn't be able to get anything from that quest :/ so maybe it's just a wild idea without much sense.