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Therefore, if your plan is to flee then consider stacking the strongest Escape buffs you can (Pilot -- Sharp Steering, Navigator -- Fast Getaway) as opposed to try to "hang in there" defensively.
When it comes to xeno, you can suffer a few hits and Escape, you've won. If you suffer a few hits and haven't Escaped then you probably have to turn and fight.
I don't accept missions that require ship combat to complete, including vignettes. I take talents for reducing hostility. ALL OF THEM. I bribe everybody that'll take my money. I get Skip of the Void ASAP. Once I get that I can relax and save up money for a bigger ship, which I still won't fight in. My ship is just a vehicle for my real unstoppable killing machines.
My combat crew.
Here they are in action:
https://steamcommunity.com/sharedfiles/filedetails/?id=2736593197
https://steamcommunity.com/sharedfiles/filedetails/?id=2736599395
Here's my ship in action:
https://steamcommunity.com/sharedfiles/filedetails/?id=2736594437
Feels like a waste of time.
Ship combat helps you train crew exp. Money wise, not important.
The best paying missions are the ones that involve ship combat though. But it's the ones that involve prisoner cells. Higher edict and military rank will provide the best gains.
I do agree that ship combat is not for the early game. My captains start with big dreams of being the best BH or XH or whatever, but recognize they have to start out with cargo runs first. Usually my second ship is for high crew capacity to start conscripting high level crew, and my third ship is a big ship killer.
You can get said contact as a starting one (it's the Merchant) and do the "proving the charter" with him, should be comfortably enough to get sufficiently boosted navigator, well if said contact didn't get really bad rng on influence (which you could try to fix with intel, or just reroll the rng).