*Rock layout A, with its two missile launcher loadout, is freaking crazy. There simply aren't enough missiles in the galaxy.
Yes, I think the fact that missiles are so difficult to come by is a glaring flaw of the game, and prevents many double or triple missile strategies; which is a shame because missiles (and bombs) are a lot of fun.
When that 3rd party mod maker comes out, I'm going to remove several (what I consider) useless augments, and replace them with more interesting ones.
Useless:
-FTL Recharge Augment (Makes your FTL charge faster) - It MAY save you in a tight situation, but if you can't win every battle until the end of the game, chances are you're going to lose anyway. Also leaving battles means you're hurting the scrap you're going to get, and the FTL already charges fast enough anyway. This is a waste of money.
-Repair Arm (Repairs your ship at the cost of 15% of your scrap) - This could be useful if you took away the 15% scrap penalty, but I still don't see what it adds to the game. Fixing your ship is relatively cheap anyway, and will probably cost less in the long run than buying this.
-Drone Recovery Augment (prevents you from wasting Drones) - This isn't very useful either. Unless you're extremely wasteful, you should have plenty of drones until the end of the game. I could see changing this one to make it more useful, but I would probably just remove it.
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Reverse Ion Field (20% chance to negate ion damage completely) - REALLY? Useless. I might change it to it always blocks the first of every 5 ion shots, or it blocks an ion shot every 15 seconds. But I'd probably just remove it because why would you ever get this?
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Adv. FTL Navigation (Allows you to jump to previously visited locations...) - Useless.
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FTL Jammer - Useless.
I'll probably think of more/see more as I go along.
New:
Advanced Targeting Augment - Cuts your chance to miss the enemy ship by half.
-Seems reasonably fair. Some ships don't have that high of a dodge rate anyway, so it's not as useful against them. Also once you take out the enemy's cockpit or engines it becomes superfluous. In many cases Weapon Recharge Speed or Pre-Igniter would be more useful. It all depends on how important it is for you to hit them with your strategy.
Missile Manufactory - Automatically produces 1 missile every jump.
-Very useful for double or triple missile strategies. Opens up new strategies that weren't in the game before.
Decoy Drone Launcher - Manufactures and launches "decoy drones" as such that every 3 jumps, the pursuing Rebel fleet moves at half speed (the same as if you're entering a nebula).
-Useful for getting extra "time" at each Sector.
Oh and also:
I'm renaming Boarding Drone to "Cool Aid Man" Drone. It's more...technically accurate.