Posted by: Ush213
« on: Today at 10:08:21 AM »I don't think adding officers for the sake of adding officers is a good idea if they're not functional, that'd just result in unnecessary bloat and make your roster harder to navigate. All the lower officer positions are abstracted with unnamed NCOs anyway and it'd be weird to have named officers occupy and leave them as they please (i.e. whenever a new assignment for them is created) without any impact on ship performance whatsoever. I like detailed assignment histories myself but they tend to happen naturally as your game grows older, mine currently has ~2700 naval officers, many of which have served on 4 or 5 different ships during their careers.
Player-designed command components sound interesting, and I think it'd be nice to have an option to have miscellaneous officers with your miscellaneous components, however making them actually apply their bonuses would be a natural next step, and I'm not sure how easy would that be code-wise, or balance-wise (let's say their efficacy would depend on component size, would we use the 1 HS AUX or the 4 HS PFC as a baseline?). So I think miscellaneous command posts would make for a fine roleplaying addition, but the actual, functional command modules are best left as dedicated, researchable components.
I dont really think "for the sake of" can apply when it comes to a role playing game though. If you get me? Like why is the Story character check box there? Its to build stories around Officers, I personally get great enjoyment out of seeing the histories and it adds so much to the RP side, but even gameplay wise when you start out you have loads of officers with nowhere to go. so over time they die or retire and before you know it around early/mid game you are left with nobody in any senior positions. Yes you can promote but the lack of history messes with the RP. Maybe its my playstyle I play at 20% tech with no starting ships because i enjoy the slow burn and other players might build loads of ships with the starting points and give them a good head start. I dont like that though I want to crawl out of the starting system.
I have managed to sort of fix my Navy officers issue by simply adding all the available modules into my ships designs. This is inefficient I know but its working for me. I also create detailed command hierachies which helps. I have the same problem with the Ground officers to and I still need to get better with ground forces but i havnt had full game since the ground force templates was added. So this might be solved already because i can template loads of training regiments or construction regiments early on, but I was enjoying my current game to much when it came out so i never ended up starting a new one.
Like It would be cool if their bonuses applied in some way but all I was saying that if it would cause balancing issues id be happy to see them not in other to see the suggestion happen.
The suggestion is also really just RP for me. I want more places so i dont have to put unnessary modules in my ships and by just playing the game you get a steady stream of officer promotions that keep up with an average paced gamestyle and I suppose i dont really see the need to stack more bonuses on ships when there are already so many ways to add them through the Navy command tab.
To come at it from the other side I wonder if there is a risk to having to many promotions happen and so your left with nobody in the middle ha
I like the Mis component idea also. You could use it to create officer training fleets also basically just bricks with loads of officer positions. ha