Script's being tied together

I have a script that instantiates enemy’s around the player. I then have a script to tell enemy’s where to go. With each enemy, their speed is faster and faster. Their script looks like this.

using UnityEngine;
using System.Collections;

public class EnemyAI : MonoBehaviour {

//Need variables to reprisent Enemy destination(player), Distance to object), shooting(object,direction), rotation angle(direction of trigectory(raycasting)),

private NavMeshAgent nav;
private CircleCollider2D col;
private Transform player;
private Vector2 Des;
private Rigidbody2D rb;

private float thrust = 40;
public float angle;
public Vector2 dir;
//public float angle;
//public Transform target;

void Awake() {

    player = GameObject.FindWithTag("Player").transform;

}

// Use this for initialization
void Start () {

    rb = GetComponent<Rigidbody2D>();
    Des = nav.destination;

}

// Update is called once per frame
void Update () {

    if (Vector2.Distance(Des, player.position) > 2.0f)
    {
        Des = player.position;
        nav.destination = Des;
    }

    dir = player.position - transform.position;
    angle = Mathf.Atan2(dir.y, dir.x) * Mathf.Rad2Deg;
    transform.rotation = Quaternion.AngleAxis(angle - 90, Vector3.forward);

}

void OnTriggerStay2D(Collider2D col) {

    rb.AddForce(transform.up * thrust * Time.deltaTime, ForceMode2D.Force);
    //Destroy(gameObject);

}

void OnCollisionEnter2D(Collision2D col) {
    if (col.gameObject.tag == "Bullet")
    {
        Destroy(gameObject);
        //Destroy(col.gameObject);
    }
}

I have already tried isolating and testing. I made a completely different script for the proximity mines, and with every mine I instantiated, it made the enemy ships move even faster. Somehow all of their combined thrust is tied to one another. I have no idea how this is possible.

Well, you call AddForce in OnTriggerStay2D. So you effectively adding the force for every collision / intersection of your enemy with any trigger every frame. If the enemies themselfs have a larger trigger on them they might even overlap with each other.

I think I found an Answer

void OnTriggerStay2D(Collider2D col)
{
if (col.CompareTag(“Enemy”))
{
rb.AddForce(dir * thrust * Time.deltaTime, ForceMode2D.Force);
}
}