hourheroyes wrote: ↑Fri, 10. Apr 20, 17:51
My only issue with the seminar idea is trying to level 50 marines to level 2 or 3 is going to be a nightmare of UI wrestling..
Yep, so the rank idea I would only apply to piloting and managing. Engineering and boarding I would leave alone, and maybe decouple some morale checks from the repair and boarding scripts too if necessary.
Sirilius wrote: ↑Fri, 10. Apr 20, 21:25
I also saw that the dev said they are fixing something you noticed, well done! How will this affect how you approach the mod following the update fix?
I
might slightly nerf chance to level up for mining as miners would level up twice as fast after the fix.
Sirilius wrote: ↑Fri, 10. Apr 20, 21:25
At the moment I don’t have a combat fleet at all so I’ve not idea how quickly pilots in combat or patrol levels with this mod. I would find it strange if all my fighter pilots had to grind through hours of mining in a small ship before getting a combat position...
Combat leveling is a bit awkward once you really scale up your fleets as your ships will essentially compete against each other for experience. And you tend to stop caring about pilot levels anyway once you start pumping out hundreds of small ships as level micromanagement kind of becomes impossible at that point.
I've been thinking about making small and medium combat ships use their commander's combined skill for combat performance if it's higher than their own. That way the level system would still be engaging during later stages of gameplay as you'd be rewarded for being conscious about fleet composition. Not all combat behavior can be changed to use commander skill though, but I would probably rescale those so that they max out at 3 stars instead of 5. It would make the game harder for the player, but eh you gain some and you lose some. /shrug
I've almost mapped out all of the scripts I would need to modify for a level mechanic rework. The only thing left is to figure out how to make a working crew academy module for player shipyards and make a check to see if it's been built. The idea is that once you've got one, all new hires will start with higher levels. The blueprint for it won't be cheap.
All of this stuff will be in a separate mod though. I'd like to limit this one to just increasing level up rates, for people who still want the system as close to vanilla as possible.