Oh, wow, this reminds me about a conversation we had some years ago about the AI analyzing the success of its current behavior and potentially switching tactics. I would be very interested in hearing more about the specific cases this occurs in.
There are two similar cases. The first is if it's failing to back off successfully, but hard flux levels are stable and it's not taking much damage (and a few other factors), it will lower shields.
The other case is like the above, but in the case of a slower ship - that's not trying to back off - also not being closed in on by a faster enemy.
In both cases, the idea is to mitigate/avoid the "keeping shields up and preventing flux dissipation for no visible reason" behavior, which can also lead to ships trying to back off continually.
Speaking of the jump point tooltip, it is possible to have some place hidden from it? I think pirate stations or abandoned ones (and a lot of modded stuff) would be better if not directly exposed to the player. It kinda defeat the goal of having limited sensor range if you "knowk their global location from hyper. Also, I have in my mod a triangular wormhole and I have no doubt it will mess that tooltip up.
Not at the moment, as stations and such are always visible on the map anyway. If that changes, I'd imagine the tooltip would get some work as well.
So what is the Cerberus now that the frigate-sized combat freighter, Wayfarer, is being added?
Exactly what it was before
Is the pirate Mudskipper simply called Mudskipper Mk 2?
Indeed it is.
Didn't see it in the notes, you chose not to give the Odyssey a 360 arc for one of its large turrets? =/
Looked at the sprite; I don't think it'd look good.
Still appreciating this so much xD