WIN062 Been playing and modding (cheating) this last couple of days. - Mostly I’ve tweaked the logic so that I could ‘[f]lag enemies’ using the beacon (because it was too difficult to keep full low); And similarly broke the scanner logic so that I could deleberately alarm waves of enemies with extraneous scans.
And now have a couple of small suggestions I haven’t seen others mention (thoughts out of order.)
I like that you can self-destruct by installing enough (Modules and Drones) with a negative hull penalty while HULL INTEGRITY IS [very] LOW. But the “you were destroyed by” message unfairly blames the last enemy encountered instead of the misuse of the mysterious stranger’s offerings.
Normally players are incentivised to keep hull integrity high; But enabling a distressed ship able to act as bait created a rapid ‘action’ loop (and with it a slow trickle of that delicious XP).
Along those lines, crudely enabling the scanner to go loud instead of stealthy, (and be pointed at any poi) causes a random number of waves of alarmed enemies to be summoned in rapid succession as each wave is cleared. Interestingly these waves also draw on a systems’ reinforcements, though the counter resets with each cleared wave.
These alarmed units arriving in sets of ~three are able to sustain the action unlike normal reinforcements which seem to be dispatched only one at a time.
… This alternative combat loop could be implemented intentionally to draw in a poi’s reinforcements; and/or to cause a target system to increase it’s threat level (if upgraded to do so, etc,).
Also scaling the wave-size to the damage-output of the player?