I agree with everything on your list except for lowering fencing xp to 30% without the perk. I think keep it the same 50% regardless of whether the player decides to play with shared xp--no reason to punish a player in thst basic mechanic of they decide not to take the perk. It should be about having the ability to make a limited number of generalists from your shore party to later be used as captains, NOT about your ability to train the fighting team you'd need anyway.
It was
@Grey Roger who suggested a reduction to 30%.
I'd not want the optional sharing fencing xp with passengers. Some people are noncombatents, they shouldnt get fencing xp by doing nothing st all and never risking their lives. I shouldnt be able to train up fighters by fighting solo.
I'm inclined to agree.
50 for "Repair"? No wonder it's going up so fast!
The factors depend on how often in general gameplay there is an "increase XP" event for that skill.
Cannons, for example, happens
very often, for each successful cannon hit I think. Repair does not. Only once per day and in the Shipyard or so?
So a large difference in multiplication factor is necessary to get them both in line.
That is difficult though, since you can only know for sure from long playtesting. So thanks for your feedback there!
I'm not sure now whether the quartermaster was going up faster than the carpenter. As I said, what struck me was that he was going up faster in Repair than the gunner was going up in Cannons.
Shame. That would've been interesting to know for sure. If the system works as intended, the Carpenter should still get it faster than the Quartermaster.
Unless you want micromanagement as players rotate officers in and out of the shore party to get them trained up, I suggest it remains as it is. Barring the even more gratuitous micromanagement I did under "Tales of a Sea Hawk", officers are still not going to all become superclones as they'll still be getting more XP from their assigned roles.
So.... A toggle then. As-is for
@Grey Roger and different for
@Tingyun.
Then the question is: Different in what way? I think it can be either #3 OR #4:
3. Limit the effect of Shared XP
to the Shore Party only (OPTIONAL: Do share Fencing XP with passengers on the ship, for risk-free training purposes)
4. Disable the Shared XP perk on Iron Man Mode (plus extra InternalSettings.h toggle to do this earlier)
200% is quite much, maybe tone it down a bit. If I read the comments frmo
@Tingyun it seems he also thinks it's going to fast.
maybe just give them a base 25% bonus and give them 50% if they contribute 1 and 100% if they contribute 2 so that would result in 75 and 125 percent respectivly.
If a character would only contribute half he would go a bit slower then the main character which does sound logical. If he contributes fully he goes a bit faster.
If half contribution is
lower than the player, then half contribution is pointless, because the player will probably get the same skills equally fast.
At the moment half contribution is
equal to the player. Maybe it should even be a bit more. Definitely not less.
There are two reasons for it being 200%: It needs to be NOTABLY more than the player. This 100% difference is what gives specified officers their functional use.
Smaller difference means that officers become less useful. Maybe the gap could be a bit smaller while maintaining the intention. But by how much? I honestly haven't a clue.
The other reason is that I needed a number greater than 100% and 200% was easy to code. So why not use it if there is no way to figure out a better number anyway?
@Tingyun found the
general skill progression a bit on the fast side and wanted to tone that down.
That is not because the 100-vs-200% though, since that controls the relative differences in skill gain between player and officers.
I don't remember seeing him comment on specifically that.
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