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1* AnnoyingVideoGameHelper: Local friendly ships will often keep firing on a disabled enemy [[DisadvantageousDisintegration even if you want to loot or capture it.]] Escorts are a bit better about this, as they'll stop firing when the target is disabled, but that doesn't stop overkill from any projectiles already in flight, or cross-fire if there's a still-active enemy in the way.
2* ComplacentGamingSyndrome:
3** Out of the two main story branches currently implemented, most players prefer [[spoiler: Free Worlds Reconciliation]] to its counterpart [[spoiler: Checkmate]]. Reasons for this include a better reward[[labelnote:(long spoiler)]]You get the only cloaking device in the game that you don't need to capture a Pug Arfecta for, versus [[AwesomeButImpractical Nuclear Missiles]] as well as some Syndicate shield regenerators which are outclassed by alien tech and can be obtained anyway from Marauder ships.[[/labelnote]], as well as the fact that [[spoiler:Checkmate]] has you take [[JumpingOffTheSlipperySlope more and more extreme measures]] to [[spoiler: ensure the Free World's sovereignty]], which the very existence of the [[spoiler:Reconciliation]] branch proves aren't necessary. Some players claim this gives the two branches a "[[EarnYourHappyEnding good ending]]/[[EarnYourBadEnding evil ending]]" dynamic, rather than the authors' intent for [[BothSidesHaveAPoint both sides to have their pluses and minuses.]] There's [[https://github.com/endless-sky/endless-sky/issues/4121 an ongoing debate]] on how to rectify this.
4** Player flagship choice is generally highly skewed towards ships with large bunking capacities first and cargo holds second at the expense of nearly any other capability as while bulk cargo hauling and combat capability can be spread out over a fleet, the ability to board enemies and to haul off salvage are entirely dependent on the flagship's crew and cargo hold.
5* DemonicSpiders: Kor Mereti ships. They have a nasty combo of disruptor beams which not only [[ArmorPiercingAttack ignore shields]] but allow other weapons to bypass them as well, and slicer beams which do effective damage against hull. They also drop mines that split into groups of five upon deployment that can make navigation hazardous. And if they're hitting you with disruptors at the same time, the mines can drop you from 100% hull to [=disabled/dead=] very quickly. Slow ships basically have no chance against them. [[spoiler: Fortunately, they become friendly during the Wanderer storyline, though soon after that the Korath Exiles start fielding their own copies.]]
6* FanNickname: The [[HelloInsertNameHere player character]] is often referred to in the fan community as "First Last" or a variation on it, due to the text replacements used for where the player's name is supposed to go being represented in the game files as [[ExactlyWhatItSaysOnTheTin <first> for the first name and <last> for the last name]].
7* GameBreaker:
8** Unlike ''VideoGame/EscapeVelocity'', there's no hard limit to the amount of escort ships you can employ as long as you can afford the associated crew costs, and crew are cheap as long as you only need them for a day's worth of fighting. As a result, you can bring a fleet of 20-some-odd captured pirate warships with only default equipment down on any enemy fleet and [[ZergRush wipe them out with sheer numbers.]] This starts getting costlier to pull off in story missions towards the end of and after the Free Worlds storyline (and in the future the Republic and Syndicate storylines), thanks to missions beginning to require the use of jump drives, which are considerably harder to acquire in any numbers than crew and a fleet of 20-ish captured pirate warships, but harder does not mean impossible.
9** The Cloaking Device obtained as part of the [[spoiler: Free Worlds Reconciliation]] story. It works on ''everyone'', and the only penalty to using it (other than not being able to fire weapons) is a small drain on energy and fuel which ramscoops and a decent generator can counteract. It single-handedly lets you explore systems guarded by much bigger enemies than you can take on directly, and it makes scouting, smuggling, and blockade running missions (or really any mission where shooting isn't required) downright trivial.
10** The [[FireBreathingWeapon Flamethrower]], and heat-based weapons in general. They can easily disable ships within seconds by overheating them, even if they have shields up. And unlike their counterpart ion weapons, most ships tend to run close to their heat limit. In addition, most heat weapons are just [[BoringButPractical decently powerful even without heat]], whereas all ion weapons save the [[InfinityPlusOneSword Skylance]] have some sort of weakness (the Ion cannon, Ion Rain and Ion Hail have relatively low damage outputs, and the EMP torpedoes have their ammunition sold only in one corner of the galaxy, in addition to having pitiful ammo capacity and being likely to hit yourself).
11* GoddamnedBats: If cargo space severely exceeds the strength of the player's ships and weapons, they will be consistently harassed by pirate raiding parties, upwards to being attacked in every single star system easily accessible by human ships. While normally a threat for early-game players, mid to late-game player fleets are so strong that they're capable of taking on several fleets, especially when many of these raiding parties could very well consist of nothing more than a Sparrow, which is one of the weakest combat ships in the game.
12* ScrappyMechanic: Carrier-based fighters and drones. In theory, they're a straight upgrade from how they worked in the ''VideoGame/EscapeVelocity'' series. Hangars are built into your ship instead of taking up outfit space, they can carry any kind of fighter instead of needing dedicated bays for each type (though drones are separate), and fighters are as customizable as any other ship rather than being stuck with the defaults. In practice, however, most fighters [[GlassCannon die too easily]] to be much more use than missiles, and when they're destroyed you also lose any hard-earned upgrades you gave them, which could instead have been given to bigger, more survivable escorts (which unlike fighters, are not limited in numbers by your flagship).

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