Some games are just amazing, right until something really, really,
really bad happens. I ended up commanding the
Rising World to the Slug Home Nebula, getting the quest to unlock the Slug Ship (which has caused me much grief in the past) on the first surrender. I was able to make it to the quest marker, and
barely artillery beam the enemy ship to death before it jumped away, finally unlocking the Slug Cruiser.
At this point I had an outstanding crew. A maxed-out crewman for every mannable station, two engies with maxed repair skill, and two mantis on guard duty.
Unfortunately, the game spawned that quest marker in a place that was very inconvenient, and I ended up burning most of my fuel reserves. However, I did manage to make it to the next sector, and ran out of fuel midway.
This is when I learned that when you get too attached to your crew,
the game will murder them in the slowest, most painful possible way.
The first ship was the BEST DEAL! Slug Ship, which I decided to take my chance and fight, since it would have been easy to take it down. Well, it
would have been, but all four of my ion bombs missed (as did most of my lasers), and my artillery beam refused to hit either the helm or the engines.
So that ship speeds off. No worries, right? NOPE. The next two ships to find the Rising World are auto-scouts, both with cloaking and four shields, and both FTLing away, bringing the rebel fleet right on top of me. Any attempts to stop them were in vain, as my last four ion bombs all missed.
I end up fighting two rebel elites, with only the artillery beam to save me. Unsurprisngly, they escape, but by now the rebels have taken the exit and most of the rest of the sector.
http://imageshack.us/a/img825/8850/ftlhatesme.png
And then the third ship arrived. Four shields, burst laser III, and three missile systems. My drone control is hit, and the results are predictable.
Moral of the story: When the game is out to get you (which is 80% of the time or so),
buy the fuel from the slugs.