Sleeper Service wrote:Hm, I only had it show me the trade event again, sometimes with blue options that I did not have the requirements for.
Same here
Sleeper Service wrote:Sorry, no way around that...
Except for using flak mechanics for swarm missiles - it won't show laser type, then

sorry, couldn't stop myself.
Sleeper Service wrote:That is the first reaction that many people have to trading. The actual potential of trading is just not very obvious at first, but most player get around it eventually.
Agreed, thanks to IF space I actually learned how to properly use them. That skill stayed with me even for regular playthroughs without IF. Basically, the point is that you can sell them without long trading for some scrap (it's small reward then, but "free" and doesn't hurt), or be lucky/plan ahead and sell them, gaining scrap equivalent of more than 1 normal fight/per jump cycle (so, already considering increased rebel pursuit). The thing is, that with normal jump cycles, you can get empty beacon and gain nothing (fleet advance, you gained 0 scrap), or get damaged/use rockets/drones/lose crew member. Here you have GUARANTEED ~1.5 jump cycles gain, without risking anything. For rare strains of goods, it can get as high as 3x reward. even higher, if you gained it at 1st or 2nd sector, and sell in 2nd or 3th. Or in the same sector, if you're extremely lucky.
The thing to remember there, is that trading wasn't meant to be 100% reliable source of biiig income, like it is in some quasi-open ended games. As everything in FTL, it require careful planning and good relations with RGN. But, unlike other events, it still give you *small* reward, even if you're extremely unlucky (selling as regular item in shop).
Sleeper Service wrote: I'd say most people won't see your points as fair criticism if they are so rude by the way. I would't call the stuff you do in your free time retarded, even If I might think it is.

Sleeper Service wrote:I don't find this very polite and would prefer not to get insulted here.
Agreed. While I love the amount of new players AE caused, I'm a little concerned that
*some* new people are clearly trying to bring our discussion level to much lower standard that it was before. First this funny blue-writing guy starts calling people "douchebags" just because his plea for help in fixing problem wasn't informative at all, and indicated he might be experiencing asked-thousand-times-before problem with not clearing backups (BTW, with this attitude, I'm wishing him all luck in earth with finding help - he will need it. Badly.).
Now,
Hominghead jumps here and almost *demand* making game easier for his taste, indirectly calling you names in the process. The fact that all his points were discussed and explained ZILLION of times before doesn't matter, why care to read few previous pages. When we're at it:
Hominghead wrote:I can't consider any tactical retreat, especially since the mod already makes the game more difficult, i can't pass up any possibilities to get scrap.
Dude, maybe you should just try "easy" mode first? No offense here, just honest advice, considering things you seems to have problems with. CE is harsher, have lot new things, so you may prefer exploring it in easier difficulty, before jumping in for "real" ride.
Going back to behavior topic, I'm getting irritated at it, and if it won't stop immediately, I'm going to start getting moderator's interest on some of posts. And it's going to hurt, trust me. Just a honest warning to both of you, new guys - we're used to completely different discussion quality, here.
/Estel