From your favorite bug department,
here comes another bunch of things needing a fix:
1. At sector 8, there is a custom event where Federation Cruiser is banged by Rebel Cruiser - message ends with something like "God, helps us, we're sitting ducks!". If one fight and destroy rebel cruiser, something strange happens during after-battle notification. Player ship hull gets damaged for no reason - there is "screen shaking" effect and damage, just like when auto-turret explode - but nothing suggest that it is intentional.
During similar encounter at sector 8, when Rebel Cruiser bangs planetary colony, there is *no* such buggy damage, after defeating cruiser.
2. Sometimes, when we see pirate chasing civilian ship *and* we have strong armament, blue-event option "fire warning shot from strongest weapon" appears. This choice seems to be bugged - after it, nothing happens, literally - dialog disappears, and we can jump away, like sector was empty. No attempt to contact chased ship, no after-text, nothing.
3. There is misplaced weapon slot at "R. Asteroid miner":
[click to open image]4. "Fire missile" shots only black rectangles - no rocket image appears, ever. I don't know if it's related, but Heavy Ion drone looks like black square half of the time (it just becomes proper image/black square randomly, swapping in and out during single fight).
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Now, from suggestion department:
1. Heavy Ion Drone. [dramatic pause]. This one really should get it's energy usage increased, as it's total overkill. Now it uses 3 energy, it should use at least 4 - heck, I would use it even if it would require 6, or absolute maximum (tm). Using this drone = win. It take 4/5 of Zoltan shield in one shot, it chains it's effect (so is able to take out four or 5 shields just on his own - with a little luck, or for stationary target [stations], it would deplete 999 shields, too...).
It's not that its too over-powered - for it's price and rarity, he's OK. It's just that 3 energy bars is a joke for such powerful device. 4 seems bare minimum, and 5 or 6 wouldn't be too much.
2. Auto-laser - this one seems under-powered for it's two energy bars. I think both MK I and MK II should use only 1 energy bar, especially for high price of Mk II. Currently, there is always better choice (= never good reason to buy it) for spending 2 energy.
3. Effectors are great idea, but implementation is glitched. currently, best one is smallest effector, that does 1 Ion damage every 7.5 seconds. Medium and big variants are, in fact *downgrades* - doing 2 and 4 Ion damage, respectively, every 15 or 30 seconds, is just worse - bigger gap between "shots" (= you can use small one to starve enemy of oxygen, but bigger counterparts just won't work well enough), and more granularity (one miss is catastrophic for biggest effector, where smallest one doesn't care so much).
It would look differently, if they wouldn't be able to "miss" (how you can "miss" a shot with hacking/magnetic field combo device?), or if gap between shot would be reduced for bigger ones (so, let's say, 7.5 seconds for small one, 14 for medium, and 26 for big).
Also, while using effectors in blue-event option, there is no difference between having smallest and biggest one. I think bigger ones should give better results/allow more blue event options.
Cheers,
/Estel