Say, you have those Tachyon Disperser thingies that deflect Tachyon Pulse shield-destroying shots... how about Ion Shunts to deflect engine destroyers, and similar things for the other damages-only-this-component weapons? Or would Ion Shunts make ion guns too useless now that they don't penetrate shields?
And with the psychic long range scanner facilities - it's nice to have them decrease in cost (never noticed they didn't before!) but that still doesn't help the Upgrade Facilities function... it will waste resources upgrading to a cheaper facility when you don't have any maintenance cost to save... why not just remove levels 2 and 3 of that tech, or give them special abilities... let's see, did I do that, maybe I can come up with some abilities... ah yes, here we go...
Name := Psychic Scanner I
Description := Psychic scanner which can perform a detailed scan of any enemy ship within the system.
Facility Group := Psychic
Facility Family := 50
Roman Numeral := 1
Restrictions := None
Pic Num := 42
Cost Minerals := 5000
Cost Organics := 15000
Cost Radioactives := 15000
Number of Tech Req := 1
Tech Area Req 1 := Psychic Long Range Scanners
Tech Level Req 1 := 1
Number of Abilities := 1
Ability 1 Type := Long Range Scanner - System
Ability 1 Descr := Any ship within the system can be scanned in detail.
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Name := Psychic Scanner II
Description := Psychic scanner which can perform a detailed scan of any enemy ship within the system. Can also detect possible hazards, allowing them to be prevented.
Facility Group := Psychic
Facility Family := 50
Roman Numeral := 2
Restrictions := None
Pic Num := 42
Cost Minerals := 4000
Cost Organics := 12000
Cost Radioactives := 12000
Number of Tech Req := 1
Tech Area Req 1 := Psychic Long Range Scanners
Tech Level Req 1 := 2
Number of Abilities := 3
Ability 1 Type := Long Range Scanner - System
Ability 1 Descr := Any ship within the system can be scanned in detail.
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Ability 2 Type := Change Bad Event Chance - System
Ability 2 Descr := Decreases the chance of any bad events in this system (only 1 facility per system effective).
Ability 2 Val 1 := -10
Ability 2 Val 2 := 0
Ability 3 Type := Change Bad Intelligence Chance - System
Ability 3 Descr := Decreases the chance of any sabotage activities in this system (only 1 facility per system effective).
Ability 3 Val 1 := -10
Ability 3 Val 2 := 0
Name := Psychic Scanner III
Description := Psychic scanner which can perform a highly detailed scan of any enemy ship within the system. These scans are precise enough to pinpoint weak spots in the enemy's armor, increasing the damage of our weapons in the system. Can also detect possible hazards, allowing them to be prevented.
Facility Group := Psychic
Facility Family := 50
Roman Numeral := 3
Restrictions := None
Pic Num := 42
Cost Minerals := 2000
Cost Organics := 10000
Cost Radioactives := 10000
Number of Tech Req := 1
Tech Area Req 1 := Psychic Long Range Scanners
Tech Level Req 1 := 3
Number of Abilities := 3
Ability 1 Type := Long Range Scanner - System
Ability 1 Descr := Any ship within the system can be scanned in detail.
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Ability 2 Type := Change Bad Event Chance - System
Ability 2 Descr := Decreases the chance of any bad events in this system (only 1 facility per system effective).
Ability 2 Val 1 := -10
Ability 2 Val 2 := 0
Ability 3 Type := Change Bad Intelligence Chance - System
Ability 3 Descr := Decreases the chance of any sabotage activities in this system (only 1 facility per system effective).
Ability 3 Val 1 := -10
Ability 3 Val 2 := 0
Ability 4 Type := Damage Modifier - System
Ability 4 Descr := Gives a 15% damage bonus to all of our weapons used in this system (only 1 facility per system effective).
Ability 4 Val 1 := 15
Ability 4 Val 2 := 0
The justification for the first two new abilities being that the scanner detects events and saboteurs, allowing them to be prevented, and the third is that it can act sort of like uber targeting sensors that target weak spots on the enemy hull - think Achilles Targeting Unit in MOO2 which doubles all damage that penetrates the shields!