Russian Rockman wrote: There is also a way to prevent losing your crew member through a hidden blue option. You need another type of crew member that could sense your crew's betrayal
That's why I try and get a Slug as soon as possible.
"You're a traitor? Yeah we knew that all along."
"Oh. Guess I'll shut up then..." *goes back to work*
Why can't the same be done for those Coreworlders. You know, I help out Simon Tam... I mean those guys who want a ride to another beacon and sometimes I land on an alien world and can buy some cattle or I get paid and a complaint about "Coreworlders" and then you have the event where it's like:
"Thanks for the ride. FYI I am a Rebel."
Did he also have a Mind Shield or something throughout the whole trip? Because if a Slug can pick up the fact one of the crew is a Rebel, I'm pretty sure they can run a bit of screening before letting a spy onboard. So the event should then have an option like this:
"Yeah we knew that. You really thought you were transmitting data to your superiors throughout the whole trip without us knowing? They've got the wrong co-ordinates."
Then the Rebel curses the Federation scum and closes transmission. No loss of fleet pursuit. Sort of like that drone that's been following me around.
If you then hit a bad event which hits you for 4-6 hull damage it is kinda your own fault.
Or what about you have Long Range Scanners, you're low on fuel and you still end up outside of a Singularity? Now you've got to risk the Rebels catching up and those damned nervously chuckling Slugs who jump as soon as you say "No, I don't want your fuel."