There's actually a <maxPower> setting in the autoBlueprints file as well, which serves as the power cap. It (and hull amount) both go up as a ship levels up in later Sectors as well.UltraMantis wrote: Mantis are more likely to have teleports, so have less power leftover for weapons. Riggers typically have drones, or a lot of drones. Stuff like that.
This stuff is in autoBlueprints.xml and most of it is straightforward. The power caps are probably handled internally by the engine.
This also means that a ship doesn't strictly have less available power for weapons if it has a Teleporter or Cloaking or whatever - AFAIK it just depends on the maxPower setting.
I believe rarity affects random event drops the same way it does appearance in stores. You can, of course, still directly give out rarity 0 stuff through events if desired (e.g. Engi Medibots).UltraMantis wrote:rarity 0 means the item is unavailable for sale (NO idea if it can be given by events, or how that is controlled).
It's meant to be part of an overall package to nerf boarding a bit from all sides. In itself more upgraded doors isn't a big deal, but I feel it's another important piece of the puzzle. You mention not being afraid of doors if you had an upgraded teleporter - that's another scrap expense and another reason to spend it. (I personally rarely upgrade my Teleporter because with how easy kiting is - because of no Doors 2 - Level 1 does the job just as well in most cases.)UltraMantis wrote:Seeing doors level 99 would not stop me from boarding it, IF i had a quick enough teleporter. Raising system and upgrade costs may be the best way of balancing boarding. Even then, it would have to be extremly expensive not to be considered an ideal choice. A higher likelihood of an upgraded medbay (and to a certain extent, presence of repair drones that can repair even as they are meleed to pieces) AND security drones, coupled with decent offense are the ways to make me think twice.
Raising system cost unfortunately is only a nerf to ships that don't start with a Teleporter installed. I originally planned on raising the cost further, but dropped it back down to 80 because of this fact. Additional level upgrades aren't terribly strong (Level 1 gets the job done quite well in most cases), but with higher chance of improved doors maybe it'll be more worth considering. I'll go ahead and up the Level 2 upgrade by 5 scrap (leaving the Level 3 reduction of 5 scrap).
I went ahead and increased the occurrence of Doors 2 on all Zoltan ships for version 6.2 (Engi Bomber had already been increased previously); I'll probably increase occurrence to a lesser extent for Mantis, Slug, and Engi Scout ships. I hadn't actually considered more Anti-Personnel Drones - I'll definitely add those to the Engi Drone list (though it'll still favor Defense Drones).
I'll still add some increased Medbay occurrence in some fashion, but it's a more significant buff so I want to tread more carefully. I'll also note that I've already also decreased the average scrap reward for boarding a little bit, so your direct income gains from it aren't quite as drastic compared to destruction. Finally I also want to add 1-2 more events where the enemy ship is fleeing right away - this is a very minor boarding nerf and a minor FTL Jammer buff.
Also, small note for anyone looking at this stuff internally - sector counts start at 0, not at 1. So if you don't want a ship to appear in Sector 1, you should have it set to "<minSector>1</minSector>" which means the minimum sector it can show up in is Sector 2.