Estel wrote:Unless it's really not much work and doesn't pose any problems - because, indeed, when playing non-pirating faction, meeting those civilians is quite sad ("Hell, I'm not gonna risk my crew members to pirate some stinkin' trader, but I would very much like to, as sucker just prevented me from producing drone parts, and I'm already on the last one!").
Haha, I guess one could make up some meta reasons why production is not possible. Ship present requires everyone to be at general quarters and stuff. Sometimes you're even already busy talking to those guys.
I'm glad that the this totally untested play style works as intended. Have fun screwing people over.
Estel wrote:Frankly, I fail to see the point here. Whats is coherent, when I can accept surrender and goods from almost everyone, but can't attack slaver after freeing/putting to work on my ship a slave that their offer as surrender? I can perfectly assume, that all factions (maybe except zoltans) would be quite happy to break truce here, board and kill all slavers on their ship (possibly freeing whole transport), or - a little less - with breaking them to pieces and ending slaving proceeder. Slavers seems to be lowest in the moral pyramid of FTL society, it seems from the lore.
Now, I understand that this can't happen for all factions due to balance reasons. But, slugs, that actually have "breaking truces" as a "perk", should be perfectly able to do so, IMO. Getting two crew members from single event would be *very* rare anyway, and I - again - fail to see where it would break the balance. Especially, considering how much work forcing surrenders take, and how random result is. Balance aside, it would, for sure, feel more coherent re narration (and less confusing for Slug captains, especially ones doing run for the first time ).
Maybe thats just me, but when you accept to save this one slave, that opening fire on the ship where his/her friends are stuck on feels a little bipolar. I guess It depends how everyone sees that. Another reason really was that breaking truce would allow slug ships to get two slaves out of this event with realize ease. The chances of getting two crewmen with this event would actually be pretty high that way (Slavers have an increase surrender chance and crew kills are likely to result in crew) This felt kind of too much of a reward for breaking truce in this event.
Pretty much the same with transport ships. You obviously engage them to pirate their goods. So when they surrender them, it does not all out seem logical to continue fighting them anyway. Breaking truce in this event also could result in two free trade goods from one event for Slug ships, which again, felt kind of too much.
But you are right, it's incoherent with the rest of the events, and does not automatically appear logical. It's just hard to get around the balance issues here, cause surrender end ship death events are always tied to each other in one ship event.