NonPlayableYoshi wrote:Your idea would work if we had any way to remove augments or blueprints... However, you could work around that by portraying, say, missiles as food, and then having an event that would by default kill a crewmember, and a blue option requiring 1 missile that allows the player to save all crew, but lose 1 missile.
Not sure how conditionals involving ammo work, though... I think the vanilla events are hardcoded in that regard.
what about something like this (IF you can code it):
Your crew is getting hungry. you stop to get some food
1.don't buy any food
One crew member dies
2.(30 or more scrap) Buy food
-30 scrap
It's not that hard to write, though that scrap cost is steep.