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I've done an 'analysis' (implied massive air-quotes) where I tried to show that even if you did have ships and send them to opposite ends of the sector and set them mining that they would eventually end up tag-teaming everything, just because of how a random walk like that works.
I don't know if the logic can be changed ... however that said there was a mod where you could set priorities for miners - e.g. tell them to ignore iron and only gather titanium.
I don't know if that's still working though, since I use the (vanilla) mining missions to do exactly the same thing, for exactly the same reasons.
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Honestly if I wanted the devs to tweak the AI the big one would be "when escorting me don't stop shooting the pirate just because they're down to 2-4% health". :D
But that might be due to a bunch of other things, I don't know
At least that's the case for me with a recent game, after a few battles I decided I didn't mind the clumping and it was actually helping. On lower difficulty levels I probably could just send them to separate sectors and not worry about it. Especially if there's some locals handy to be cannonfodder. *discrete cough* I mean 'lend a hand'
But I understand not everyone is onboard with them, so hopefully someone in a more similar position can share some tips or something that will help you out. Or maybe dig up that mod I talked about and try to figure it out.
Maybe ... make a new carrier command for 'spread out'? I dunno.
https://steamcommunity.com/sharedfiles/filedetails/?id=3241346920
Been playing with the behavior, don't really know how to test with more than just me, I've uploaded a tweak with the ships behaving more fleet-y, staying generally in each others' vicinity. It looks good on the strategy display, you can watch them act like a mining fleet, clean the sector out in swaths. It's not necessarily pure upside so I figure, especially since I wrote the mod at least as much for you as for me: if you want I'll very happily revert the change.
With the new version, ships will travel a little farther to get closer to fleetmates, and are a little more willing to gang up on the last remaining asteroid in the local area so they can all move on together. One result is that pirates are much less likely to jump in near your ships, so any gank losses feel more like they do with the vanilla behavior, your fleet's at risk if you get unlucky but even with half a dozen ships you've got a good chance of losing nothing in a defended sector. On higher difficulties I think my usual way is still best: one mining ship per sector, so it's unlikely to be near wherever the pirates jump in, and if I get unlucky it was just the one ship.
This sounds awesome. You rock! (pun intended :D :D )