Is Galactic Navy OXP fully compatible with Oolite v1.75.3 beta?
Matti, don't forget to go for the Warships, not the Thargons (robot fighters). If you kill a mother, all her robots become inactive.
Problem: the little robot fighters can be closer and firing their weapons. Even though I destroyed few of those, battlefield had more inactive fighters than my Cobra3 had room to pick them up.
They're only firing because their mother is still alive...take out the mother and you effectively kill all six or whatever. If you don't have the hold space to scoop the Thargons, either buy a bigger ship (
) or shoot them and get the 50Cr bounty on them.
You also get a kill even if the Thargon is inactive (white lollipop on radar)...so there's really very little reason NOT to kill them as you'll seldom see a system buying them for more than ~65 credits each.
Taking out the Thargon's mothership to make them all go inactive sounds easy, and maybe it is if there's only 1 Thargoid warship to kill. But if there's more than 1 then ANY of them can become the Thargons' new mother after their current one dies. You'll be buying yourself only a few seconds relief (in v1.75!) and only from those Thargons that was using that warship as their mother. Prior to v1.75 (or was it v1.74?), the death of ANY Thargoid anywhere in the system forced ALL Thargons to pause and recheck for mother(ship).
Many Thargons become inactive not because their mother died but because the mother moved too far away from them. They only appear to follow after their mothers because they're attacking the same target/s. After they mercilessly slaughter everything around them, the Thargons stop where they are while their mothers continue to move towards the witchpoint or towards the planet. Worse, when moving towards the planet, the Thargoids spread apart because they pick different points all around the planet. This makes them far less effective over time, as you'll likely encounter smaller groups at once even if HUGE numbers are in-system.
I changed both behaviors of the Thargoids and Thargons in my mod, Switeck's Shipping OXP at:
...In it, Thargons attempt to chase after their mothers if no targets are around. This ironically serves to make it likely for a lone Thargoid warship to have >5 Thargons swarming around it after some of the easy-to-hit Thargoid warships are killed.
Thargoid Warships first attempt to go to the witchpoint before heading towards the planet. This tends to pull them together, as they're converging on a point (well the small volume around the witchspace beacon spot), so they can better annihilate anything once they get there. If they don't find anything there or if they killed everything, they then run up the space lane to near the planet. Being faster than most ships, they can still often run down whatever is in front of them. Assuming that task is complete, they then patrol back to the witchpoint. Going to the main station to harass it is stupid for them since the main station is invulnerable by game design.