Unfortunately no one has unmodified saves because for the first year you needed a lot of ai and economy fix mods just to play the damn thing.
Not anymore. Playing completely vanilla and:
- factions do fight each other now
- Xenon actually can push but it requires some time for them to ramp up
- economy doesn't stall at all. Even Energy Cells are shuffled in economy without requiring player to restock npc stations to uninstall them which was the case as far as 2.0
Speaking of which i delved a bit into bailing/boarding and bluprint hunt since i am trying to play as proper pirate aka against everyone. Bailing is now much improved mechanic since days of X3 and previous patches where it was i think completely random.
BAILING
- Bailing ship is only for S and M sized ships. Boarding is for L and XL ships.
- Right now once ship goes down to below 75% and you attack ship hull crew rolls check against their morale and ship starts "leaking" crew with lowest morale first.
- Once ship has like 3-2 people in it game then rolls against captain morale if he will bail with rest of the crew or not.
- Those checks starts to happen below 75% hull and they are faster the lower hull is. At 75% i think it is once every 30 seconds.
- Apparently there is mechanic where the bigger your ship is the harder it is to force someone to bail. Meaning that once you get destroyer it will be very hard to bail targets. From what i read the thinking is that the bigger player ship the slower it is thus captains want to just run while they won't be able to outrun dedicated scout ship. So if you fly scout ship it is best for forcing people to bail but naturally it is very hard to survive.
- Pilot moral matters A LOT. Bailing 1-2 star pilot is very easy and doesn't take much time. Bailing 5 morale pilot is almost impossible. So when you pick your target you have to ensure that pilot is weak otherwise you can spend hours trying to take over ship and captain just won't bail. You can check stats of crew with police scanner installed on your ship and SCAN command when you are near ship.
- Ships that are attacked aren't stupid and they will try to find a way to loose you. They will naturally try to run away but more importantly they will try to dock somewhere if they are close or go to nearest combat ships from same faction.
- If ship bails and you won't kill escape pods you won't lose global reputation with faction as this will count as stealing instead of murder.
- "Surrender !" in com options very often doesn't work but it does have chance to force extra check on crew and used properly with enough spam it can lead to bailing out 100% hull ship. It basically does extra check against harder stat than just normal bailing. It has unknown cooldown and pilot who fights with you instead of running won't talk with you. Only running away or doing something else will talk. Sometimes pilots just won't talk at all.
- You can't destroy subcomponents like engines of S/M ship or its weapons or shields. They are destroyed when hull goes down randomly.
- When you claim ship, there are 2 ways to do it. Personally and via Marines. Personally requires you to hack into ship computer via finding signal on ship in scan mode. Marines just blast ship with explosive and get it. Ship looses a lot of hull with marines and 0 with personal claim. So you can for example get nice 75% hull ship with full equipment but marines can get it to say 20% and lose most of equipment. This is not as important for someone who want to just sell trophy but for actual pirate without access to Wharf of Shipyard to install equipment it is very important to not lose equipment.
- Sometimes combination of high morale and luck means you won't be able to bail ship no matter what you do and pilot will go down with ship rather than handing it to you.
- This method actually works on L and XL ships. They won't lose pilot but crew will start to bail which is great way to acquire L/XL ships early with minimal amount of marines.
As you can see bailing actually is whole system integrated into game and there is actual skill involved into bailing ships to be something else than just random chance. Moreover as ship hull goes down it has chance to destroy onboard equipment and with something like less than 25% hull for sure ship will get a lot of its equipment destroyed. So if you are skillful about trying to bail ship you can get almost pristine ship with full equipment instead of wreckage with almost no equipment.
I tested it yesterday and i was able to successfully get 2 M sized transporters and 1 S sized ship in a bout hour. Doesn't sound like much but for Pirate without access to Wharf or Shipyard it means a lot.
BOARDING
- Marines are used for boarding.
- Once you have marines on board you have option now on any clicked ship to "board" which throws you into boarding UI.
- Ships you selected before clicking board will be on this screen so you can combine few ships marines for bigger boarding. Ships in fleet instead will follow what lead does and marines total will be combined into one number instead of each ship having its own.
- You can only send maximum amount of marines equal to crew space on targeted ship. If ship has max 200 crew then max 200 marines can be sent.
- You select amount of marines you want to use
- You give what ships in group should do to boarded ship and you have several options like attack turrets, disable engines and so on.
- Boarding is divided into 3 parts. Aproach, Breaching, Takeover/Fight
- In Aproch you choose when Boarding Pods will launch from ships. If you choose "strong" they will launch after very small amount of turrets were destroyed if you choose very weak, they will wait for most of defences to be down.
- In Breaching you decide when they will start to breach after board. This decides hull life. So Strong means something like 75% while weak something like 25%. Higher hull numbers means it will take a lot longer to breach and you can even lose marines due to internal lockdowns and internal defense systems.
- Last one is entirely automatic which chance gives to you based on crew skill and amount of marines that survived to this part. Once fight starts both you and enemy ship will lose crew/marines, fight continues until either your marines or ship crew is wiped out.
- After winning ship, you can change marines into engineers and start repairing ship because most of the time it will have its engines down and can't run if sector security will show up. So Boarding as well as engineering not just boarding is skills to have on people for boarding.
BLUEPRINT STEALING
- Unfortunately it requires Player HQ as its research.
- After research you can find randomly radio leaks on stations and get blueprints
- Proper way to do it is to make EMP bombs and use space suit to force those leaks on specific part you want to have blueprint off which causes 4 leaks to show up with high chance of blueprint and naturally high chance of getting shot since you will become local enemy.
- It can be used on all ships as well and equipment. This is the only way to steal blueprints of those.
- It doesn't work on your own ships. So in order to have ship blueprint you have to either way find ship and play tango with it while it tries to kill you or find abandoned ship and try to get those blueprints from that.
- It doesn't work apparently on shipyard modules which sucks.