Damn, that sucks on both counts. Thanks for the answer though. I
could just pretend to lose 2 power, but it's just not as immersive that way.
As for people browsing this thread, what's your favorite weapons/drones/systems/officer complements?
I like having 6 zoltans, one slug, and one of any other race, depending on the situation.
-Zoltans give me +6 power. (Generally 4 in the shield room and one for the engine and weapons rooms.)
-Slug goes in the scanner room, basically gives me level 5 scanners that way and helps if I go into a nebula..
-Depending on what build of ship I'm running, the final crewman is up for debate. Since you can't boost doors past a final level, having an engi to repair stuff is great! But having a mantis to repel invaders is also great! But sucking all oxygen from every room not manned by a zoltan/slug and then making a hologram your 8th crewman means you can repair without oxygen, your ship innately repels invaders, and fire means nothing to you!
-Humans suck. They really need a buff. Maybe they can gain skills 100% faster, instead of just 'slightly' faster? Maybe instead of gaining skills, they increase any manned rooms' efficiency by an additional 5% if they've mastered the skill for that level? 5% faster shield recharge/weapon recharge etc?
My ideal build for a ship is generally weapons, drones, artillery (Yay for mod that fixes the saving bug!), cloaking, and I always use a medbay if I have the engi mod that makes crewman heal while medbay is powered, but for any other ship it's always clonebay + clonebay augment.
Speaking of augments, if my ship uses drones at any decent rate, drone recycler is awesome, and so is the pre-ignition weapons augment, for obvious reasons. Honestly, I wish there was a 4th augment slot you could earn somehow, maybe via a rare event. Having three is so limiting