This definitely helps me understand which skills are most important when choosing a between available NPCs, and I appreciate the answerwwdragon wrote:Oh you found it.JDCollie wrote:What do the NPC skill levels actually mean?
These are the two relevant posts:
CBJ wrote:The relevance of each skill depends on the type of NPC. For example for a pilot there's a ratio of 5:3:2 for navigation, combat and morale, and for an architect it's 3.5:3.5:3 engineering, management and navigation. For an engineer the only relevant skill is, as you might expect, engineering.CBJ wrote:Commanders are 4:3.5:2.5 for leadership, navigation and morale; defence officers are 4.5:3.5:2 for leadership, combat and morale. Morale is just another "skill" value that each NPC has. Skills ranges are defined in the characters.xml file, and which characters are used where is defined in charactergroups.xml. Please note that the exact numbers used in the combined skill calculation may be subject to change without notice.
However, I'm curious if anyone knows what the various skills actually do?
For example:
- Does a captain's navigation skill improve his/her ship's handling?
- If so, by how much? (like, one star = 2.5°/second turning or something)
- What about speed? Acceleration? Jump charging? Path calculation speed?
Also, which skills are taken into consideration for a ship? Is only the captain's navigation skill factored in when calculating navigation bonuses, or is are the bonuses based on an aggregate of all members of the crew? (I'm inclined to believe the latter; why else would a mechanic start a otherwise useless skill like navigation, and why would NPCs have skill multipliers associated with their primary roles?)