Actually, I was hoping to catch a ship or two with the FC "ISB" on any of my starbases. Not that it matters much at this point, but hey, figured you might like to throw me a bone.
Um they don't surrender to starbases. Sorry.
Mind throwing a ship to one of my starbases to test it out? Yes, I'm not setting up a test game to actually, well, test. I was hoping that a "real" game would prove more informative.
(You guys have won already. Nothing much to lose at this point.) =P
EDIT: I know (now) in the Jupiter Docs it says that "they cannot be forced to surrender"-- I was curious if that too was a bit of untested information.
EDIT EDIT: Why the hell would Oleg give the Colonials ISB then? It seems like a crazy cool ability for a race that can already sweep mines like no tomorrow and can generate fuel on the fly.
I'm beginning to question why certain races have "cooler" abilities than others (NOTE TO RIMSTALKER, whom I'm certain is envisioning a particularly condescending remark at this moment: I don't believe I'm complaining about a particular ability in this section. I'm merely asking, from a game design stand point, why the Colonials need this particular ability in order to compete with the other races. It seems somewhat redundant and unnecessary. I have the same opinion about the Quietus Planet Strip Ability, the ability for Feds to upgrade ship components on the fly, and the Lizard Cryo Holds to name a few).
I know that according to the docs that this addon was thoroughly tested for bugs-- it doesn't seem like some abilities are tested for game balance. Are there any design docs anywhere that explain why the races were given these abilities?
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