what I really want to know, is why is there no transverse jump on you skill bar, my son.
btw I made the same thread when I first started
, my stupid ship refused to take a tiny bit of armor damage and wreck a weakened enemy. I got used to the AI. it cares a lot about flux level, so try getting high flux/shield resistance on your ships .
thing is, this game is kinda meant to have fights around the player. I dunno how reckless officers are, too lazy to try, lol!! all of mine are steady, one day I will try the reckless killaz.
on a more serious note, I have an idea. in the fleet window, there'll be a new window which deals with your fleet doctrine in detail.
example:
flux retreat slider: 90% ;; ships will fight as long as their flux is < 90%. the second it hit 90% they will retreat to safety.
armor retreat slider: this is tricky, do we just have a slider for all armor, or refer to front only? idk
hull retreat slider: cannot be lower than 60% unless it's a reckless officer. I think there needs to be some realism involved, no captain is going to follow a do or die order if they're not crazy( aka reckless ).
lone wolf checkbox : this ship will not retreat towards allies, but towards empty space. this way certain ships will go always go for flanking.
use missiles on shields checkbox : so annoying when enemy is at 90% flux and my ships won't use a reaper to overload that fool into oblivion and then do some damage, but instead dance around for ages waiting for their shield to drop.
fighter reinforcement slider: 65% ;; when it's 65% the ship will regroup to 100%
steady officers follow the sliders to the letter, aggressive ones have a +20% to flux, -20% to armor and hull, reckless engage till target dies.