Postby stylesrj » Mon Jul 17, 2017 11:54 am
So I just did a quick run through the ship... died from a combination of an ion storm taking out the artillery, followed by ending up in a solar flare and having everything on fir,e followed by encountering a pirate with a teleporter and lots of guns at the end of Sector 1. Typical FTL nonsense in other words but it could have been avoided if the ship didn't make dealing with everything so tedious.
6 Artillery Systems? Having more than one Artillery causes problems with how many systems you can have on the ship. It also means if you hit "Restart" you lose 5 of them.
The Artillery itself cannot be powered up or powered down or upgraded manually. This means if you end up in an ion storm, those guns will never get power again.
The weak hull and lack of shields can spell an early death. But the fact that you start with 3 augments already means that you can buy a layer of shields if you can find a Store.
This doesn't help against missiles though. The weak hull makes it a liability because you have no defences against it except being insanely lucky in dodging shots.
There are no airlocks, so if your hash brown gets set on fire, you're cooked even with Rockmen. I can't stress enough how important airlocks are and how they need to have at least 2-room spacing. No one likes having to tediously wait for the air to leak out of rooms to take down small fires or boarders and the fact that the ship's layout is huge and the pilot has to make a whole circle around the ship means boarding parties are particularly dangerous and tedious to remove.
Remember, when making it a "challenge", try not to make sure that you're not challenging the player's patience with the design. It's not fun to have to spend 5 minutes doing cleanup because the enemy bombarded several systems or damaged them with intruders or because there was an uncontrollable fire.