Sleeper Service wrote:
There is nothing in the lore indicating that Slugs are directly into slavery. Unless you acknowledge the oppression that capitalism subjects people to, which they are obviously very much into. To me, it feels like "Slug culture"(if something like that that actually could be defined, they are all induviduals, you know?

) would rather shackle people in contracts and loan pay than in, well, actual shackles.
Also its part of the balance.
ikeelyou300 wrote:I'm glad you made it so that Slugs can't enslave people without consequence. Slugs are the most human like creatures in my opinion.

But it seems that they are all "slimey" whereas people have diverse views so not everyone would agree with your actions. Besides balance reasons it just makes sense. Slugs don't seem to care about things like the interstellar rules of engagement treaty. They live in their nebulas isolated from everyone else.
Not that my opinion matters much

but agreed and agreed (minus the "most human" parts, but it's subjective - for me, Slugs are quite an extreme, with rocks and zoltans presenting 2 opposite aspects of human nature). For some reason, I was very surprised by that (first thought: bug), but the more time passes, the more appropriate it seems. I really like how characterized factions become.
Sleeper Service wrote:Estel wrote:2. No matter if point #1 is a bug or not, you can't break truce, after accepting slave as tribute. Letting those slaving bastards go freely, made me a sad snail's captain.
This is to provide some kind of narrative coherency and also for balance reasons. Again there are plenty of moments in the game when not all options you could think of are available. CE does no try to give you all options you could think of.
Frankly, I fail to see the point here. Whats is coherent, when I can accept surrender and goods from almost everyone, but can't attack slaver after freeing/putting to work on my ship a slave that their offer as surrender? I can perfectly assume, that all factions (maybe except zoltans) would be quite happy to break truce here, board and kill all slavers on their ship (possibly freeing whole transport), or - a little less - with breaking them to pieces and ending slaving proceeder. Slavers seems to be lowest in the moral pyramid of FTL society, it seems from the lore.
Now, I understand that this can't happen for all factions due to balance reasons. But, slugs, that actually have "breaking truces" as a "perk", should be perfectly able to do so, IMO. Getting two crew members from single event would be *very* rare anyway, and I - again - fail to see where it would break the balance. Especially, considering how much work forcing surrenders take, and how random result is. Balance aside, it would, for sure, feel more coherent re narration (and less confusing for Slug captains, especially ones doing run for the first time

).
Sleeper Service wrote:Well right, that ship should not be there from the start. Apart from that the event kind of explains that you are already in the store, at which you are informed about the ship and asked to return to your command. So you get a chance to look at the store and then fight the ship. The event obviously does not transport that well yet. This is kind of as close as we will get to a real shop ambush though. At last if you want to have the shop tag on the map, that requires the shop being spawned in the first event lvl as far as I remember.
I think I got misunderstood here - enemy's ship wasn't visible from the start, it spawned just after/during (can't say for sure) event text, when first mate tell us about detecting pirate ship and asking us to move our ass into position - that's why I've said that we "caught a glimpse" of it |(just when the store was about to open). So, everything is fine here. Unless you meant it to appear after we close store, but it may be hard to achieve and IMO not worth bothering.
About the rest, fair enough, it sounds logical. What was misleading, was that event text suggested that things in this shop are totally useless, so I assumed I won't get shop event - this one might need a little tweaking for narrative coherency (i.e., we may "get impression, that sellers are suspiciously apathetic, it almost feel like they're not interested in selling their goods", or something like that, instead).
Now, what *is* definitely broken - for all factions - is that after pirate surrender ("you shouldn't be fighting in protected trade space", etc) and transfer goods, fight *doesn't* stop and we may finish him off. Slugs or not Slugs. Which lead to the point that - if you fix it (and if fix is possible at all) it may need to implement breaking truce for slugs, too, or it will become another event where slugs treacherous coherency is broken
Sleeper Service wrote:Wow, you noticed that? Yeah, it's possible for surrender to be called with one hull less now. The chance of breaking truce being impossible is indeed small. Pirate authorities will be disposed of.
Yea, and I like it. Now, it really requires *very* careful planning, if one is aiming for most profitable (most of the times) scenario of forcing surrender + killing crew. It is risky for boarders, as ship may get torn apart by sneaky fires. It require constant awareness of what our guns are marked at, and exactly what enemy crew is doing. 2/3 of times, I ended such fights with exactly 1 hull for enemy ship, so my boarding party really lived "on the edge". So, summing up all those things, one need to be really at 100% combat awareness during whole fight, so even such details as reduced surrendero-hull (;) ) are grasped instantly
Summing it up, great work on making forcing surrender-breaking truces so intense, hard, and rewarding now. It really makes every fight as NON monotonous as it gets (not that fights in CE are monotonous otherwise , but you know what I mean). I think Slug ships will be my favorite, for a while. Even, despite that my awesome run was ended by battleship at his last three hull points
Sleeper Service wrote:These are text spawned drawn from the empty beacon textlist. I merely transferred them to the textlist for transport ships. Does not effect overall occurrence of empty beacons, but slightly decreases the variety of available texts for empty beacons.
This kind of leads to the question if the civilian transport encounters maybe should count as empty beacons as well...
If civilian transport encounters may be empty beacons *and* pirating possibility at the same time, why not. But, it may hit the evasive border of "FTL isn't going to present you with every imaginable choice at every situation". I think that empty beacons may as well remain empty, and civilians as "wasted" or "to be pirated", depending on faction we're playing. Such things as putting engis/traders into "I'll pirate you" basket just adds to narrative coherency, thats why I'm reporting even such minor things
Unless it's really not much work and doesn't pose any problems - because, indeed, when playing non-pirating faction, meeting those civilians is quite sad ("Hell, I'm not gonna risk my crew members to pirate some stinkin' trader, but I would very much like to, as sucker just prevented me from producing drone parts, and I'm already on the last one!").
Cheers,
/Estel