BoomFrog wrote:Rules for safe teleporter use:Spoiler:If the enemy has a working cloak then be careful about health levels.
Turn off autofire, especially on the glaive beam.
Remember destroying a system does one point of hull damage.
Don't let them jump.
Vieto wrote:Not to mention the artillery beam on the Federation ship. That one is especially easy to forget to turn off.
How many times did I cut my crew with that thing is just beyond reason. It should be controlled by a on off switch within the autofire function or have a warning like other critical elements if the "lore & theme" does not allow for any sort of control over it (gun overload or w/e)
Other things to be careful about while boarding:
- asteroid fields can break the enemy ship if the shields are down more often than not, and a rock hitting the room with your crew in it can finish them off.
- solar flares are also risky stuff. for one, you might be caught in fire on enemy ship, two - enemy ship might break if enough systems go red, three - YOUR ship might get on fire pretty badly and with less crew on board you might not be able to snuff it out (especially when door systems break, or teleporter, or O2)
Generally - I have a rule already not to perform boarding unless I'm sure any of the above isn't going to be a case, and that's really rare so I usually destroy enemy ships while being in a node with env. danger instead.
if something goes bad (low enemy hull, FTL prep AND their engine + controls are still online, medbay goes online, etc.) I abort the boarding completely. If it does not work with the first two tries it's not going to work and you will lose the crew.
In other news: I met the famous Mantis Pirate, I had mantis on board, I even had medbay lvl2. I did not have teleporter or any bombs or fire beam to kill the crew and had to blow the guy up. ARGH...