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I never got a single boarding pod to launch because turrets have to be taken out first.
I have never actually gotten to the point where they started boarding; the turrets don't get taken out so stage 1 never completes. Ofcourse, another factor is that even getting to the point where I had a sufficient force to attempt a boarding in the first place means I had to first secure a steady income -- at which point the potential income from boarding and then selling a ship isn't really worth all the trouble. I've just been beating my head against this over and over because I thought there had to be some crucial detail I was missing. Instead, it seems that the mechanic simply doesn't work as intended anymore because AI pilots are useless.
I don't mind them shooting up a ship if so ordered, but I do mind them shooting up a ship when specifically ordered to only take out the turrets. It's not even as if they shoot the turrets and accidentally destroy the ship; they clearly don't aim at the turrets at all.
Well, thats the problem. Even IF they took out all turrets, they wont stop shooting until you babysit them. They dont care if your troops are onboard or not.
Yea... pausing the game to babysit the AI is already part of the core gameplay as far as I'm concerned :-P
Have you tried using only lasers? I have witness A.I. pilots being very inaccurate when trying to take out subsystems. I don't think it will change the fact that they keep shooting at destroyed subsystems so you might have to mitigate the damage by calling 90% or more of the attacking force away after a certain threshold or time limit. (I've never attempted out of system boarding and don't know how to check NPC subsystems from outside of system)
Using only lasers may get you the accuracy and reduced damage output so that you will have enough time to pull your attacking force away and call your marines in.
Last time I played I thought that a boarding fleet looks at the damage done to the target before firing.
It can't (or doesn't) allow for missiles in flight. So if 10 ships fire 10 heavy torpedoes, but the shield / hull is full, they might fire 10 more etc.
When they all hit target is destroyed.
I would have: All NPC ships without missiles for boarding.
2 wings.
1 heavy, pulled out when you have inflicted sufficient damage.
1 light wing for maintaining damage / distracting.
Let us know if that is better / works.
You could try disabling ALL turrets on your Ai fleet to see if that makes a difference, to the outcome, off course you may have a fleet with only turret weapons which could be an issue.
Worth flagging as a new bug