IConquer wrote:But when a game's own rules seem contradictory enough that you have to ask those questions, is it not better to ask them?
Are you supposed to just accept everything as it is and convince yourself that it is at it should be?
Where is the contradiction in the points you raised? I'm not being sarcastic, I'm really interested to know.
From what I see, the game designers didn't spell out the scenarios exactly but there's enough scope for the things, that you said is contradictory, to occur WITHIN the game mechanics.
For example, do you really think that a crew can recruit more people, jump and visit about 50+ planets, fight 30+ or more battles, collect the scrap, interact with aliens etc etc all within 2 hours?
The way time is modeled in FTL is abstract. Just because you can press JUMP immediately after a fight with the rebel flagship does not mean that it happens immediately in the game world. There could have been hours or days apart from the fights, even if it's represented by only 1 jump. The crew could have spent hours repairing damage, healed themselves, going to a safe jump point, jumping into the enemy system, spend another few hours or even days looking for the rebel flagship to fight again.
Just because the designers streamlined the game play to take out the boring bits like search for enemies ships for fights when you jump into the system, does not mean that everything was instantaneous.
In fact, from the reading of events text and the way the store was modeled, the game screams to you that time is abstractly modeled.
The "contradictions" you described is just a failure of imagination (I don't mean it in a bad way) in the interpretation of game lore.
EDIT: The key reason I brought up time being abstract is that a shitload of things could have happened between the time when your crew was trapped in the flagship to when you see and fight it again. There spelt it out in case my point was too subtle.