deltax wrote: Maybe replacing the shipping containers with other trade items? Packets of salmonite, red nebula beer etc. Or lowering the amount of ore left in the wrecks to around 1-5 tons, still profitable but not so much that you can buy overpowered gear in early game.
Ok, I have a different approach to this. Whenever a freighter dies, there is an event that spawns a squad to recover the loot if a freighter is destroyed.
Tell me if it doesn't work or isn't effective enough, and I'll lower the amount of goodies in freighters.
deltax wrote: Kobol gunship omni tev 9 variant encounter first system past st.kats.(with pirate drill)
I switched the Kobol gunship with a Luminous Drone - have fun with that Ion blaster

I think the Drone is easier because the armor is a lot weaker and the shields aren't that strong.
If it's still too hard, I'll just replace it with a Wolfen or something.
deltax wrote:Sung defense satellites send squads to attack enemy stations.(same with commonwealth defense turrets)
Yeah, that's more of a naming error than not. I took those stations off the list of attack stations
deltax wrote:Urak retaliation squads consist of over 10 urak destroyers on average.(obliterated everything in the system)
Ok, fixed. I turned some of the destroyers into fighters.
deltax wrote:Sung retaliation squads of dragon slavers four systems past st.kats.(OMG)
[Pic? D: ]
You need to have destroyed at least 8 Sung stations for that to happen.
I had the concept of
deterrent while I was making this mod, so I think the proper course should be destroy the eighth station if you want dragon slavers, or wait until you have more dakka and then destroy the eighth station.
I used to have a message that said when each sovereign cooled down, but it was more distracting than helpful.
I'll try to think up of a way to tell the player that it's safe to destroy a station.
;tldr
V5.a is out with those changes.