Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
The short answer is still (unfortunately imo) - no, there's no way to surrender once you start combat. Same rules for AI (also popular suggestion to devs, plenty of discussions happened).
First you try your best not to start combat at all (with rep control, talents and surrendering before fight (last button usually). Unless you dumped your rep through certain treshold (popular mistake among newbies who try to immediately and blindly rush Faen storyline), you should have ability to surrender before fighting.
If that failed, and you are not ready to combat, you may try to retreat. To be honest I find this way somewhat odd, bc both retreat and combat ways require building overwhelming defence. And once you got it, there's no reason to run really unless you roleplay.
Unless you mean navigation build (not navigators, bc it's more about components not crew) you are partly right. But navigation dice is, as abovementioned, very restricted one, especially in starting and small ships (component number), to really improve your chances you should build command dice (which for now is not restricted) and electronics dice. But thing is - both also answer for defence dice too. So once again if you have decent command and electronics dice, it's probably easier to fight, than run.
Also rules for player are that you can conscript only as much as free beds you have. No AI runs around w/o 1/3 of crew.
Not like it would be an unfair deal (honestly, those who failed, would prefer any other deal than death).
I have always done the campaign to start with. that is likely my error
I will say that early game spy ships are pseudo xenos. You can be combat ready against xenos much faster but rolling a spy encounter will end you since there is no free escape talent for them.
I think bounty hunters are not free escape either but it feels like they tend to be easier to manually escape.
============
Either you take military officers for stiff salute and play a more risky early game ship development. Getting to god mode dodging is faster here and you can pretty much ignore rep loss. Again, getting a spy ship early encounter will end your game but Xeno ships that come later on are not a big deal.
Or you take bounty hunter and diplomat for a slower pace which doesn't anger people. Alot of the early Faen missions fully utilize the Diplomat talents so it's not too bad in terms of progress. But since people seem to think early Xeno ship encounters are bad, I'm guessing it's because people are taking this safe but slow route. Then it probably is necessary to go for a Navigator officer for Skip off the Void when taking this path.
Getting MO/zealot if your stiff salute just went cd will also end your game. And it's entirely possible if you don't abuse FDF.
Too many variables, don't you think? You're not wrong, but I think, the route you propose must be done only by those, who know exactly, what they are doing. For those, who are yet to catch up, it's safer to carefully mend reputations until 2nd ship at the very least. Which includes not rushing Faen missions or at least use talents, ops, and other faction missions to keep reputation damage at bay.
Pirates are a non-issue. They ALWAYS allow you to surrender prebattle without issue. That's the glass half full side to them wanting to raid you even if you share the same faction. If you aren't merchanting, pirates can be totally ignored.
It's of course funny to me when new players come and get into the same ol privateer argument after attacking a pirate for no reason when in reality, pirate encounters early on (non merchant playthroughs) are super welcome. I would be spreading my body while smiling and [redacted due to adult content] before they fly off without issue.
Getting a random pirate should never end your game. You can see and compare their stats before a battle may commence and you can ALWAYS safely surrender to a pirate as long as you don't put all your wealth into cargo items.
Pirates are only interested in carrying off your cargo. Unlike the rest, they never punish/execute captains with low faction scores or take their mission cargo and passengers.
When you can do the same to them in reverse, the faction penalties are much lower. Pirates are your best friend in this game.
If I get one, I'll try to remember about this topic.