![]() Carlos willingly joined the experiment for this once in a lifetime chance. By participating in it, he would receive 500,000 dollars, enough to pay for Maria's treatment. He claims he's been a firefighter for 10 years.Ĭarlos eventually somehow came upon the opportunity to make money by participating in the Mars Mission Test Site (Dcom) experiment in Nevada. He has pulled off miraculous rescues and has avoided getting killed or even seriously injured during his rescues. He made it a habit to always be there in the morning to say "good morning" and always leave at night with a "good night."įueled by the deaths of his parents, Carlos became an exemplary firefighter and saved countless lives during his career. Confined to the hospital, Carlos made constant trips to the hospital every day just to be with Maria. Though he assumed it was carbon monoxide inhalation, he received the shocking news that she was diagnosed with Reverie Syndrome, an incurable disease causing her to have consistent memory lapses. Maria collapsed soon after being rescued and eventually fell into a coma. Maria dying in a coma because Carlos doesn't have enough money to pay for her healthcare and treatment. Unfortunately, Carlos was unable to reenter the home and his parents perished in the fire. Hearing Maria's voice, he found her and successfully brought her out of the burning home. The blaze overtook the home and Carlos rushed inside in order to rescue his family. At the age of 18, an arsonist set fire to Carlos' home. It is also unknown if he was willing to kill Delta in the final scene of the game.Ĭarlos' parents burning to death in the fire.Ĭarlos lived a happy childhood with parents and his younger sister, Maria. At one point, he even risks his life by ordering Eric to kill him with a shotgun because he is confident in his SHIFTing abilities.ĭue to being a playable character, some of Carlos' actions can be determined by the player, leaving to varying interpretations of who he is (such as blaming himself or Akane for Junpei's murder, or choosing to ally/betray Junpei in the Decision Game). There are certain points where he is shown to be slightly hotheaded and make quick decisions without thinking about the consequences, showing he is a risk taker. It is implied he regrets not being with his sister more. Due to being a firefighter, he's surrounded by death and people in danger. He is noticeably modest and doesn't brag or show off.Ĭarlos feels strongly when it comes to the concept of "regret", saying that people should say what they want to say while they're alive, as people live in a world where anyone can die at any moment. He is rather mature (when he tells Akane to "shut the fuck up" and tries to force himself on her, this is simply an act to distract Zero.) He notes that while he doesn't know much about romance, his co-workers come to him to tell them their stories, implying people feel they can confide in him. In the Decontamination Room, he supports trusting the other players even with his life on the line. He also cares deeply for his sister, and will go to any lengths to protect her. He is hot-blooded and has a strong sense of justice, as well as a desire to save people, and is able to do so as a firefighter, putting his life and safety on the line to protect and rescue. In C-END:1, he briefly appears in a yellow firefighter outfit.Ĭarlos restraining Junpei from pressing the Decontamination Room's button.Ĭarlos is generally kind and considerate. In another segment, his face is bruised after being punched in the face repeatedly by Junpei. His left arm is a bandaged stub after it is hacked off by Akane. In some parts of the game, Carlos is covered in blood. Like the other players, on his left wrist is his black bracelet. He wears loose fitting blue jeans with a brown belt and brown hiking boots. The axes are a reference to his firefighter occupation. ![]() The pocket has a blue stripe and a red stripe near the top, with a twin-ax symbol below the stripes. The button down also has a right-side breast pocket. The shirt's inside is white and the sleeves are pushed back to his elbows. He wears a white shirt with a light pink open button down on top. He has some faint scars on his forearms due to being a firefighter. Carlos has blond hair with a faint widow's peak, green eyes, and a fit body.
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The point about alternating fire is also a subtle but good one the AI doesn't really push its flux to fire when maxed and prefers to keep its shield available if it has one. Exceptions exist and I'm still experimenting with the new skills on officers (especially missile specialization) but as a rule, the more idiot-proof you make your fleet, the less catastrophes you'll have to deal with. I also hesitate to give them weapons with limited ammo for obvious reasons. I have a tendency to make my allied ships durable, simple to pilot, and hopefully viable against both armor and shields so they're not wasting time firing on a basically invincible target. Burn drives are infamous for causing fleet AI to charge into deathtraps avoid ships with those if you can possibly stand it. I try to avoid giving my fleet ships that can get them into trouble but can't get them out. Location based orders like control or defend also seem to have some leeway as far as tethering the ship to that area. Your frigates will spend a lot of time shooting at and running from enemy fighters, so bring some fighters of your own to keep the bad ones off your frigates The AI often will not fire an entire weapon group even if it has flux for some of them, but it WILL if they're in separate groups or sometimes if you set the firing to alternate. Play around with the weapon links and groups, it can have a dramatic impact on how the ship fights. They won't fly off to vent if they literally can't vent. If you're sick of your frigates flitting away to vent flux after 0.2 seconds of shooting, use the new s-mods to add safety override and hardened subsystems without the OP costs. When its too low the AI spends more time flying away to recover flux/vent even when it's barely gained any flux.Īggressive/Reckless officers try to stay at the range of the shortest ranged weapons Make sure your flux dissipation is 60-80% of your total generated flux. Basically every ship needs a PD classified weapon now so that a single missile doesn't spook it away. It is likely still broadly correct but not verified for the most up to date data yet.Whole bunch of things influence AI behaviourĮquip at least 1 PD weapon - without it the AI gives higher priority to disengaging and avoiding/destroying missiles than it does attacking a target. If not, the player may opt to salvage them.ĭerelicts can sometimes be found when scavenging debris fields. Damaged ships sell for very little (often less than the salvage rewards), so if the player does not intend to use the ship themselves they should not recover it.ĭerelict ships found drifting in space also have a chance to be recovered. If a ship is not recovered it will be salvaged for metals, supplies and fuel instead, and any weapons and fighters installed will be recovered. Player has the "Hull Restoration" skill.Ships count as "almost always recoverable" if they either: ![]() ![]() Ships have a random chance to be recoverable this is higher for the player's own ships, and can be increased to effectively 100% with certain skills or hullmods. Exploration derelicts and Remnant cannot be recovered at all.Īfter a battle, if the player does not retreat or leave prematurely, some disabled or destroyed ships can be recovered at no cost (beyond the supplies needed to repair them). Ships from allied fleets cannot be recovered in the post battle recovery options but may still appear as derelicts on the strategic map after a battle, which can be recovered. Ships not recovered may be salvaged instead. Recovered ships will gain one or more damage mods. Derelict ships and ships disabled or destroyed in battle can be recovered to gain a usable but damaged ship. 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