SpaceDux wrote:- I want to see the advanced sectors +PLUS+ the CE sectors, Where are the homeworlds? if they are there, show them with their original names, +PLUS+ have all your cool new sectors with there names as well
AE only added one new sector, for the Lanius. I can confirm that they are still there. Homeworlds are still there. It really isn't too hard to pick up the new naming scheme. Borders / zones are usually zoltans, medical emergencies are clearly denoted, etc. I don't think there's too much of an issue with the CE naming scheme.
SpaceDux wrote:-I don't know if its EL or CE but the scatter lasers seem to come up too much on enemies, again I want CE/EL to feel like it adds to advanced not overrides it
Perhaps you're just having too much bad luck. While enemies wielding dual scatter lasers do tend to come up, it's not like they appear at abnormal frequencies. They're not too difficult to deal with, anyway.
SpaceDux wrote:-Some Ship Challenges can't be completed in CE, example: Slug Anti-Bio Beem kills
While this is true, you can still buy bio beams from stores. If you really want the achievement, just run FTL without CE to get it.
SpaceDux wrote:-Some ships on hard from the start are ineffective, ex: the Mantis A can't kill automated ships, it needs a basic hull damage weapon at the start.
This is true for other ships in FTL. Mantis B, for instance, has no effective method of dealing with rebel scouts. If it's already in the game vanilla, why is it such an issue for CE? Sleeper_service has stated previously that CE isn't a balance mod.
SpaceDux wrote:-The trade system shouldn't cost a jump, it already wastes a jump going to the store, and it is suppose to be a reward for effort, luck, and strategy, if you must have trading to cost a jump why not make it when you buy trade goods, that way if you collect them for free its pure benefit selling them. The cost of "trading" is that you have to go/get to a store, you have to invest funds, and you have to risk filling your augments and having to throw something away. With the cost of the JUMP, losing scrap, and Augment spot, I never buy trade goods, I play on hard. Or just increase the value of all trade goods, so these inconveniences are worth it.
There's always been a sort of evaluatory system with augments. You have to deal with the limited slots in regular FTL as it is already. This isn't really a serious issue.
Jumping to a store is something that you're probably doing already.
There's also the issue of being able to sell trade goods without actually selling them in the store. Advancing the rebel fleet takes away some incentive of exploiting the trade system.