I'll address your issues point by point. Very thorough and very good observations, thanks for taking the time. I won't address your diff links at the moment as I don't have the time to go through them right now. I'll check them out when I have a chance.
Twinge wrote:* 'Show Beacon Connections on Hover' should be enabled by default. In the past couple weeks I've told over a dozen people about it who didn't know it was an option and much preferred it being on.
That option was added by popular demand but is not endorsed by either Justin or I. I've gone into it in some depth in other posts so I won't give an overly long explanation here. We designed the game with the intention to keep connections vague and include it as a risk factor when deciding your route. So I prefer it kept off by default.
Twinge wrote:* Bombs you fire should not miss your own ship. This is especially true for Healing Burst, and even moreso for out of combat situations. It's very silly to be using the Stormwalker and try to heal your crew between combats with a Healing Burst only to watch it miss and waste a missile.
This is a common complaint that I've personally gone back and forth on. We'll consider it.
Twinge wrote:* Reverse Ion Field states a 20% effect, but is actually 15%. (I would suggest buffing this item significantly anyway, but at the very least the text should be accurate.)
* Drone Reactor Booster states a 50% effect, but is actually 25%.
Did not know that. Thanks!
Twinge wrote:* If possible, Stealth Weapons should be set to rarity=0 for the Federation Cruiser.
We try not to make the universe change because you're flying a certain ship. The world doesn't revolve around you
Twinge wrote:* The FUEL_ON_SLUG_OVERPRICED event gives you an option to pay 50 scrap for 5 fuel, but actually gives you 10 fuel.
* The 'Leave your crew member behind' option for the CRYSTAL_HELP_DIG event doesn't correctly make you lose a crew member. These two bugs are also highlighted in the links below.
Thanks! I'll get them fixed
Twinge wrote:* If an enemy crew member dies on the Flagship right before you defeat a phase, they don't die and are revived for the next phase.
Odd, I'll check it out.
Twinge wrote:* For enemy ship health bars, the hump that should be indicating 10 health occurs after 11 health instead of after 10 health.
Can't say that ever bothered me...
Twinge wrote:* Jumping away from enemy ships that are about to jump and warn the Rebel fleet results in them not warning the Rebel fleet; this makes no logical sense.
We like that it gives an alternative escape from the situation. From a lore perspective, perhaps if you're so quick at jumping then any information the drone provides is out of date and worthless.
Non-bug Recommendations:
Twinge wrote:* Beacons that are unsafe to visit should flash if they are about to go under Rebel control, just as they do in The Last Stand. This removes any ambiguity if a beacon right on the line is safe or not.
The flashing in the Last Stand is because of the random nature of that sectors take over. Again, I prefer ambiguity in situations like these, but we can consider it.
Twinge wrote:* With the shield bug fixed, consider reducing the experience required to train a crewman in shields slightly. There's still ample opportunity to max it in easy combats if a player is so inclined, but playing normally it tends to level slower than other skills do.
I've noticed the slower increase in Shield skills as well and it's a valid suggestion. On the list for consideration
