Agents are indicated on the map as a red arrow. When a player first starts, those arrows will remain stationary. However, after a little while they will start slowly moving towards the player’s location. If an Agent gets close to the player’s location, the ships in it’s fleet will spawn and start attacking whatever is in range.
The only way to eliminate the Agent is to kill the lead ship (indicated with a triangle overlay), after which the Agent symbol will disappear from the map. Agent ships that have already spawned-in will remain in the game until eliminated, but are no longer an active Agent fleet.
Players should be cautious when dealing with Agents. The threat they pose will vary greatly from ships built by players still learning the game, to highly optimized killing machines that take advantage of the strongest blocks and tactics.
It is important that you are prepared to face them, ideally killing the lead ship quickly. If you do not kill the lead ship and it gets too far away from the player, the Agent fleet can spawn in a second time. If you keep encountering an Agent and fail to kill the lead ship or die repeatedly, the game will spawn a new fleet each time you encounter the Agent arrow, thus populating the area with many more Agent ships than there were in the original fleet. If the Agent is too strong for you, it’s actually better to just run away until you have assembled a strong enough fleet to deal with it.
Agents verse Bases
If an Agent fleet encounters one of your stations on the map, the station will be removed from the game and the station-point will be deactivated. It is assumed that the Agent fleet killed the station as it moved towards the player, but no battle actually happens. If the player is near a station when they encounter an Agent, the station will participate in the battle. Station-points can be reactivated by the player for credits, but the old station does not rebuilt and is permanently gone.
Player vs Player
Agents are fleets of ships built by other players. When a player moves into a wormhole, they have the option of uploading their fleet. Those fleets can then be chosen to populate other player’s games as Agents.
Wormholes appear around the center of the galaxy. When a player encounters a wormhole, they will be given the option to upload their fleet. What actually uploads to the wormhole is the blueprints for the ships in your ship inventory, not the actual active fleet you’re commanding.
Wormhole Server
Wormhole fleets can be viewed on the Wormhole Server. You can see the latest fleets uploaded. You can also use the search box to search for a fleet by a specific player. If you somehow lose your fleet or have to reinstall the game, you can find your old fleets on the wormhole.
Agent strength is determined by P cost and how many ships are in the fleet.
For example; an Agent of 24,000P could be three 8000P ships, or fifteen 1600P ships.
When a player starts a fresh game, the Agents that appear in the first galaxy are actually greatly reduced in strength. They have a much smaller P strength.
Once the player travels through their first wormhole, the Agents become normal strength. The idea being that players will have a better handle on the game after going through the wormhole for the first time.
Reassembly chooses Agent ships from both the Wormhole Server, and by looking at a player’s Steam Friends List. You may notice that you see some Agents often, this is probably because they were made by someone on your Friends List.
Choosing Your Agents
If you have Fleet files that you would like the game to use as Agents, you can make an optional folder for them. Fleet files you drop in this folder will be used as Agents.
Goto: C:/Users/youruser/Saved Games/Reassembly/data
Create a new folder and name it agents
.
Reassembly will check this folder when it boots and any Fleet files you place in this folder will be candidates for use as Agents.
Modding Agents
Modders can change attributes for Agents by using cvars. This includes number of Agents, P strength, ship counts, time delay before they start moving towards the player, and how fast they move.
See the appropriate section for more details.