jlehtone wrote: ↑Sat, 15. Feb 25, 14:55
flywlyx wrote: ↑Fri, 14. Feb 25, 23:06
jlehtone wrote: ↑Fri, 14. Feb 25, 22:52
In other words, a person that is not assigned as pilot would do service tasks whenever on ship, and fight if sent to board something?
Then we would have pilots, managers, and crew (but all of them would have more or less of every skill).
Even real-life marines still have to perform shipboard duties while on board.
I have no issue with marines contributing their full engineering skill to the crew skill calculation—this way, I wouldn’t need to keep any service crew on ships, and everyone could just be marines.
How about this:
* Marines do contribute their engineering skill when they are on a ship
* Service crews contribute their fight skills, when their (NPC) ship is boarded
* Neither learns from that experience
That would increase the difficulty of boarding a bit and not penalize keeping marines marines as much as current system.
You would still have to do the current training routines, if you want the "secondary" skill get better.
Well, it'll be less tracking of stuff.
But I'll mention it again, but ideally each crew would have a learning aptitude stat which basically tracks how well they learn a skill. Under the current X4 system, that would be the same for a crew and all stats, that's why they all learn all skills equally well, and basically crew is only differentiated by their names and appearances.
Under my proposed system, crew would have some skills they learn better and some they learn worse, so say just because someone is good at learning how to shoot someone, they might not be good at learning engineering stuff. And someone good at learning how to fly, might not be good at learning how to shoot someone in close quarters. That way you have a natural distinction of crew, despite them all pitching in to do what they can, some of them would just lag behind if doing things they have no aptitude for.
Of course you can train them all to be 5 stars in all skills with time, but unless you use something like X4 terraforming training or crew seminars, it'll take a long long time. So no just throw all your marines in a CV and suddenly you get a whole bunch of PhDs in your boarding crew. And actually on that note, I'll also make training to 4 stars for pilots and other things much easier, at least for high aptitude pilots. Maybe if Egosoft still wants pilots to take forever to train, you can set the baseline guarantee to be medium aptitude pilots.
As a QoL, any crew you mass recruit from a shipyard/EQ dock would naturally have the appropriate learning aptitude for the skill you recruited them for, so no need to worry that your new batch of marines would suck at learning how to shoot better.
And of course, crew do not necessarily just have aptitude for one skill, going by low, medium, high, most of them would have high in their primary skill and low in a second skill, but the second skill would be random and not necessarily synergistic like combat/engineering.
And actually on that note, I'll also make training to 4 stars for pilots and other things much easier, at least for high aptitude pilots. Maybe if Egosoft still wants pilots to take forever to train, you can set the baseline guarantee to be medium aptitude pilots.
Most mass recruited crew from shipyards would guarantee high aptitude in the primary skill, and it would also guarantee that they would not have high aptitude in more than one skill, those you need to hunt yourself.
And if you recruit off the dock, you can even find wider variation, both from those with no aptitude for anything and all the way to geniuses with high aptitude in anything, or even some with medium in all, any combos you can imagine. So if you want a do anything crew, this incentivizes you to go hunt. But for standard ship ops, shipyard recruitment is good enough.
Also another change, I think in the current system you basically need to fill up your crew slots for good performance or something right? Like if you lack crew your ship becomes much worse?
Under the new system each ship would have a "necessary" crew complement which is less than the amount of crew it can carry, as long as you meet that, your ship would perform at near-max performance, leaving you space to carry spare crew. You can have spare crew provide a bonus to the ship too, but it rapidly runs into diminishing returns so that even if you fill them up, it doesn't really change much.
This way you can even differentiate further between different ships too, like ships with high automation or something can run at near-max with a very small crew complement and the rest can be basically passengers, while some ships even with large crew sizes might need to fill most of them with necessary crew for actually crewing the ship and not much space for things like marines.