Corebound

Pilots

Every ship needs a pilot, and every pilot is a person: a face, a call sign, one or two traits, a rank and experience. Pilots never die – a pilot whose ship is shot down goes to the infirmary and comes back.

Traits

Every trait has a strength and (almost always) a weakness, so the best pilot depends on the ship. The values come from simulations: no trait wins more than a few points more often than any other.

Trait Strength Weakness
Daredevil +16 % damage −5 evasion
Nimble +8 evasion −5 % hull
Trigger-happy fires 20 % more often −8 % damage
Tough +18 % hull fires 5 % less often
Shield master +40 % shield none – but only frigates, cruisers and capital ships have shields
Fighter ace +15 % damage in a fighter −10 % damage in any other ship
Bomber pilot +8 % damage in a bomber −10 % damage in any other ship
Capital commander +10 % damage in a cruiser or capital ship −10 % damage in smaller ships
Veteran (earned) +10 % damage –

Synergies: put a fighter ace into a fighter and a tough pilot at the front. The game assigns free pilots to the ships they fit best; in the Hangar, tap the face on a ship to choose someone else – the list shows exactly what each pilot would do in that ship. In the Academy, tap a face for the pilot's profile: age, home world, current duty, experience to the next rank and what every trait does.

Ranks and experience

Cadet → Ensign → Lieutenant → Commander → Captain, from 0 / 30 / 80 / 160 / 300 experience. Everyone who flies in a battle gains experience: 10 for a win, 5 for a defeat – even pilots who were shot down. Every rank above cadet adds 4 % damage and hull. Ranks come with abilities: a Lieutenant earns the trait Veteran (+10 % damage), a Commander becomes a Tactician (+5 evasion, fires 5 % more often) and a Captain an Ace (+10 % damage and hull). Promotions show up in your report.

Training

Once the academy module on the research station reaches level 2, a pilot's profile offers training: pick a trait the pilot doesn't have yet, pay 150 credits and wait about two hours (faster with academies and the academy module). A pilot can have up to three traits of their own; the rank abilities come on top. Because every trait is about equally strong in our simulations, there is no single right choice – train what fits the ship.

The Academy lists your whole crew with their traits, their rank and how close they are to the next one.

Into the next season

When a season ends, your pilots follow you to the new galaxy. They keep every trait – also Veteran, Tactician and Ace – but their experience starts again at zero, so the rank bonus has to be earned again. The highest rank a pilot ever held stays in their profile. More in Seasons & ranking.