meklozz wrote:Do you know if <fleet>rebel/fed/battle</fleet> tag actually does anything? I thought it might force something, but it looks like it only works when the actual (hardcoded?) rebel fleet gets there? Maybe it makes the proper backgrounds appear?
Well it displays fleets in the background, and if a hostile ASB is spawned it wlll originate from a Rebel Cruiser. I think this tag only works when being contained in the first event capsule of a beacons, or at least there were some circumstances where it doesn't take effect for some reason.
meklozz wrote:By the way, CE has some events that replace surrender/escape, right? Did you notice that running away from a fight once one of those is activated makes the ship disappear from the sector map, even if hostile? Seems that's a thing, too. I mean, it makes sense, but I had no idea.
meklozz wrote:Still, making you pay fuel and time for going back to a store like that doesn't seem entirely exploit-y. It's a fair price, I guess.
Yeah, but there is still no way to explain this to the player cause you cant spawn a new event at the store. I'd assume people would start report that as a bug or exploit and I'm getting nagged about minor inconsistencies in the mod enough already.
People are super smug about the Pirate store fight event alone, so I probably won't push that further.
I just find the whole scenario more believable when gone through on pirate worlds. Sure, you can try to give explanations (although you can't explain why you can shop when you jump back there, cause no event spawns), but as mentioned I don't want to display the Rebels as too incompetent/helpless. Bashing up their cruiser and then going for an impulse buy to the near corner store kind of makes it look like you can do whatever you want right there in Rebel territory. I find the Pirate store event more believable cause it takes place in lawless space where no one really cares.