
The skill trees have been redesigned to be more combat-oriented, along with organizing them around fleet compositions instead of generic ideas like "Combat", "Leadership", or "Technology". I also don't claim this to be expertly balanced, rather as a showcase of what a new skill layout might be. I apologize if any of your favorite skills aren't included in this rework, there were only so many places I had to cram in skills. With a not-insignificant portion of the community dissatisfied with the new skill tree, I thought a fresh set of ideas might be worth considering. The third shot is whiffed due to the ship turning. The AI's indecisiveness in picking a target is obvious after, as you can see both beam weapons going back and forth between the Dominators in spite of having ammo, before it finally settles on one and fires a beam that lands. I've added a video for reference - the first shot has both beam weapons completely whiff the target even though the ship wasn't turning at the time. No AI hints were added to the weapon other than SYSTEM. While this issue is present in vanilla, I've posted it here in modded since it's particularly debilitating with something I'm working on now. Furthermore, beam weapons have their turning disabled on chargedown, resulting in weapons with longer chargedown times (such as the Tachyon Lance) suffer a considerable loss in DPS (and other secondary effects like EMP and arcing) if the ship makes even small turn at the end of a burst. Secondary to this, the AI doesn't appear factor in it's own ship turning when firing weapons with slow turn rates, which means beams will get dragged off target if the ship makes a sudden maneuver as the beams charge. Adding any of the CONSERVE weapon tags will also exasperate the issue further. If ammo is added in onto the Tachyon Lance, the AI becomes extremely conservative in picking shots, resulting in the AI second-guessing it's target choice and dragging the charging beam off target before it fully charges and fires far more often. However, if you add back in "beamFireOnlyOnFullCharge", the weapons will often times pick a target, start charging, then midway through the charge decide to shoot something else and change direction, resulting in a completely whiffed shot between two ships. When multiple targets are present, the base Tachyon Lance will have no issues picking a target and shooting it.


This issue gets compounded when the beam has ammo.

When "beamFireOnlyOnFullCharge" is set to true and the beam is a burst rather than continuous, the AI seems to have difficulty landing the shot due to indecisiveness in target choice. That way, you have finer control over what they do, and opens up more tactical considerations, for example sending forward your support fighters and sacrificing them to gain an advantage in the flux battle - something that regular fighters can't accomplish due to their behavior of circling the target and getting shot at by PD rather than attracting attention from the enemy's main guns. What if they did? Have support fighters follow the vent/overload behavior when you set them to Engage. However, support fighters do not obey Engage orders. If the carrier vents or overloads, support fighters will immediately move between the carrier and the enemy ship for the duration to attract fire and tank shots for the carrier.

Once enemy ships start getting closer, they'll slowly move back behind the carrier to protect themselves. When enemy ships are not near by, support fighters will hang out near the front of the carrier to extend their range and shoot down the occasional fighter or missile the wanders by. Support fighter AI is moderately complex compared to most other fighter types.
