Postby FederationScumX1999 » Mon Sep 14, 2015 9:46 am
Finally got around to updating this pack, and here are the changes.
Reaper went through a lot of testing and layout changes. It took me a long time to come up with a layout I was happy with and, ironically, the overall shape is only slightly different from what was initially seen in Version 3. I toyed with the idea of using Hacking alongside breaching artillery, but I felt it took away from the appeal of having a boarder and fire-proof ship with 3 empty system slots. Thus, the artillery is now more of a utility-based weapon that can cause breaches on a grand scale, but cannot strip shields. How you augment it is up to you, but this choice of artillery was also a means of allowing usage of the Chain Laser 2 without making the ship too powerful early on. Don't worry though, the artillery can pierce one shield so that it can have some long-term usability. Otherwise, the ship is more or less unchanged gameplay-wise.
Deoxi simply had some rooms rearranged. I played a full game on Normal and it worked out smashingly enough, so no real changes there.
Adder had small changes to make the layout less bulky, but the big one is that the Triple Chain Ion was nerfed. Needless to say, three 3 ion damaging projectiles absolutely destroys shields, so the cap has been lowered to 2. It should still be powerful enough as a great support weapon, but you'll actually need to capitalize on its benefits rather than go "Well, I could teleport in now, but I've got an hour before the ion damage wears off. We'll see."
The biggest change is the inclusion of a whole new event featuring the crew of the Reaper, following their latest fleet action against a human colony. There are several possible outcomes for this event depending on what you bring to the table, but you can only encounter it once in an Abandoned Sector. I hope you enjoy it if you're fortunate enough to encounter it.
The future hinges on each of a thousand choices. Living is making choices! - Captain Jean-Luc Picard