I think the ship's only around on the slug's turf. Since most of the time, you only enounter the bigger slug ships, they are fairly rare on normal encounters.
You can run into one on the slug ship quest.
Anyway, perhaps the only thing they changed in AE about it is placing one of the two slug enemy crew in the isolated engine room.
No, this is the intent of design for this particular ship. This ship is considered VERY EASY, and it most commonly appears in the first few sectors. It allows for easy boarding and/or disabling of systems to give the player a better idea of what they can do, or give them free points.
It would have been an oversight by the designers if every ship stumbled upon was too powerful. No, they needed to add some easy ships as well. That's why it's also possible to run into automated scouts without shields in asteroid fields.
I can think of many other ways of making an encounter easy other than poor ship design, but maybe some people can't...
If you think about it, the design is really compact. I would guess the ship isn't meant for long journeys. Its meant to be shot range.
Less crew seems the simplest.
Boarding is one of the most powerful tools in the game, in the hands of even a moderately intelligent player. Does it really need an ultra easy option? Again, asphyxiation has HUGE rewards, it shouldn't have an easy option.
How not to make a game trash. Rule number 537. Don't give out big rewards for little effort.
Yep, I think Slug Interceptors and Scouts (in original FTL - in AE the Slug Scout got modified with doors to the O2 and engine rooms) have walled-off O2 rooms. And as other people have mentioned the RNG will always place a crewmember in the wall-off room of a Slug Interceptor.
The Captain's Edition Mod has some rather hilarious configurations too for ships unique to that mod. Every single Engi Medivac in CE has a walled-off medbay which makes boarding them way easier than it should be for a ship of that class. I've also seen a walled-off teleporter in an AI Bomber and a walled-off clonebay in a Mantis Minelayer.
Disagree. The event with the ship in question is fine.
If the game only had normal and hard encounters, it would be much more difficult to find enjoyment out of the game from more casual gamers. To expand the demographic, easier scenarios need to be added to a game to balance out the difficult ones. ESPECIALLY in Roguelikes.
Having a ship with an easy way to nullify the crew is a brilliant way to show new players how to utilize other means of combat, plus teaching the player they can reap larger rewards if they keep enemy ships intact.
If this ship was present in late sectors, I would completely agree with you. But the fact of the matter is, this ship type only appears in the first few sectors, Sector 4 at most, intentionally being easy pray at the start of the adventure, where scrap rewards are much less. This is a great addition to the game, and at the start of the adventure, that allows the player to learn by playing instead of an imposing (and annoying) required tutorial. Getting a little bit of a bonus from the get-go is wonderful. It's not a big reward for little effort, but rather a simple encounter for the player to deal with at the start of their journey.
How not to make a game trash. Rule number 4. Let the game teach the player. Rule number 5. Give the player incentives, not restrictions.
Maybe you should redownload the mod. Engi Medivacs in my game have all have accessible medbays, thre are also no walled of AI bomber teleporters or Mantis Minelayers with clonebays for me.
What do you think?