Officers are skilled individuals who captain ships in battle, adding combat abilities similar to those of the player's flagship. They can be found in both player and NPC fleets. Each fleet (player or NPC) can have up to 10 officers, not counting the player character.
Acquiring officers[edit | edit source]
Officers can sometimes be found in the comm directory of markets, with a higher chance of them appearing in military outposts & faction homeworlds. The player can contact and recruit them from there for a small fee (2,000 credits per level). Officers can also sometimes be found for free in sleeper pods while salvaging and can potentially already be high level.
Basics[edit | edit source]
Each officer has a level from 1-20, and a set of skills depending on their level. Officers can have any of the combat skills, and skills from the Leadership and Technology trees which only affect the piloted ship.
Player officers gain XP when participating in combat, split between all officers present weighted by the amount of time they spent in the battle. When levelling up, an officer can learn a new skill at level 1 or add one levels to an existing skill (if available). Officers start with two levels' worth of skills at level 1, and will have a salary of 500 credits per month, increasing by another 100 every time they level up.
Officers can be assigned to a ship in the player fleet by clicking on the portrait icon in the fleet screen.
Player officers cannot be personally injured or killed in combat, although the player can dismiss them at any time.
Officer personalities[edit | edit source]
Officers come with one of five different "personalities" that determine how they behave in combat.
- Timid: Strongly attempt to stay out of enemy weapon threat areas and choose range based on longest range non-missile weapon.
- Cautious: Strongly attempt to stay at range of longest range non-missile weapon.
- Steady: Attempt to range to target enemy based strongly on relative flux levels. Default behavior.
- Aggressive: Strongly attempts to stay at range of its shortest non-missile weapon, including PD weapons. Civilian ships will behave as if they were combat ships.
- Reckless: Strongly attempts to stay at range of its shortest non-missile weapon, including PD weapons. Does not consider non-target enemy ships when deciding to move in.
Please check the AI Behaviour page for more advanced AI behaviors and how they interact with officer personalities.
NPC fleets do not have timid officers by default.
If a fleet only has timid or non-combat ships on the field, timid officers will behave as if they were cautious. This was implemented to avoid cases of a timid-only enemy fleet endlessly avoiding contact with the player.
Other notes[edit | edit source]
Faction aggressiveness influences officer personalities available for hire from that faction. So if you are looking for aggressive officers then best chances are with the more aggressive factions.
When the player switches flagships before an engagement, the player character and any officer present exchange ships. When switching in combat, the officer's skills are replaced by the player character's while commandeering the ship.
The Orbital Station and Spaceport market conditions increase the number of officers in fleets spawned from a market, while Military Base and Headquarters increase both their number and level.
When the game generates NPC officers, the officer will always try to max out an existing skill before learning a new one.
References[edit | edit source]
Change History[edit | edit source]
- Now start with 2 skill selections at level 1
- Max out with 7 level 3 skills at level 20
- Limited to 10 skills total
- Added new officer personality: "Reckless"
- A more aggressive version of aggressive; always behaves as if "search & destroy" was on
Only up to date for version 0.8a-RC19. It is likely still broadly correct but not verified for the most up to date data yet. Please double check the Version History