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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