
II, as it makes militarized civilian ships a lot better. Auxiliary Support: Take Auxiliary Support if you intend to run a "junker" fleet using ships like the Atlas Mk. There are some particularly high impact skills, but in general it makes all your ships better. Leadership: Leadership is a tree that buffs your entire fleet. In particular, ship systems that have charges get more mileage out of it. System Expertise is more niche - since most ships will use some degree of missiles - and essentially you want to pick it if the ship you choose puts a lot of its power into its ship system. Elite Missile Specialization gives you +50% fire rate on missile weapons, and you get doubled ammo capacity and +50% hitpoints. Missile Specialization: Both are incredible. Phase Mastery should be made elite, Shield Modulation can be if you have the spare story point. Phase Mastery: Take Phase Mastery if you pilot a phase ship, Shield Modulation otherwise. Both should be made elite if you take them. Ranged Specialization: Take Impact mitigation if you're sporting low tech ships, or phase ships. Double damage to fighters and extra damage to missiles is okay I guess, along with the extra PD range, but compared to Target Analysis giving you +10% damage to destroyers, +15% damage to cruisers, and +20% damage to capital ships letting you punch that much harder, it's a no brainer to me. Point Defense: You know, frankly, I don't like point defense at all.

The elite effect of Helmsmanship is also incredible, getting the extra top speed (from the 0 flux bonus) is really useful. Strike Commander is only useful if you are piloting a carrier. Strike Commander: Helmsmanship is an incredible skill, I recommend it. If you like to fight it's worthwhile putting at least a few points into Combat most of the time. Every skill in the combat tree can be made elite at the cost of a story point. NOTE: Officers don't respect the skill tree, so it's possible to get more bonkers combinations on your officers.Ĭombat: Combat is a tree that buffs your flagship, and your flagship only. Here's my breakdown of each tree and choice.

Regarding skills, the way it works is instead of putting points into a "capacity" to increase the max level of skills in a tree, and then investing points into each perk, you instead just get binary choices at each perk level, requiring you to wrap around the entire tree to get both choices. One, obviously, is the reworked skill tree and addition of story points, and a couple new ships added. 0.95a is basically the same as 0.91, with a few key differences.
