@Levis since you mentioned AI officers would not be hard to implement now, it seemed to make sense to open a brainstorming topic to discuss how they might work.
Assuming they will function like companion ship officers, 3 slots max contributing all Edit: role defined skills and perks, I would recommend the following as an initial outline of a system.
1) All AI captains get decent sailing and leadership skills, and access to the needed perks. (For example, the navy captain should be granted access to the sailing perk line, and maybe remove some of the top level gunnery perks he currently gets, he can't himself be in with the cannon crews).
2) AI captains get officers according to ship tier. 1 officer at tier 7, 2 officers at tier 6, 3 officers at tier 5 and above. The player will likely get more even earlier.
3) However, officer levels should be much lower than captain level. So a tier 5 navy captain is an average of level (8-5)*7 multiplied by .95 (on average) and then add 10, or level 30 on average. His officer should be much less than that, maybe in the 10-20 range. I'd say officer level should be about 50% of the captains rank after adjustment for captain type, randomized.
4) To cover needed skills, the three useful officer types to the AI are: gunner, boatswain, and Doctor (which I'll change to firstmate in my experiment with transferring ship defense perks from doctor to firstmate). With that group of officers, every skill and needed perk for sea warfare is covered:
Leadership, sailing: captain
Accuracy, cannon: gunner
Grappling: boatswain
Defense: doctor
5) Fencing, luck, repair, and commerce are the remaining skills. Combat oriented captains can have fencing, and commerce oriented on will have that, they don't need officers for it. If we want the AI to have repair, we can assisn some amount to the captains themselves, though it seems a much lower priority give the game mechanics, not sure it would matter.
6) Which officers come fist, second, and third can be dependent on captain type. I think all captains should eventually get all officers, even the merchant. The merchant captain will generally be lower level anyway, and so will his officers, but even a merchant would probably have someone around with ok competence at using the guns and managing he deck crews. And he doesn't need a quartermaster, he handles commerce himself.
Just an initial outline of a possible system to start the discussion off.
Assuming they will function like companion ship officers, 3 slots max contributing all Edit: role defined skills and perks, I would recommend the following as an initial outline of a system.
1) All AI captains get decent sailing and leadership skills, and access to the needed perks. (For example, the navy captain should be granted access to the sailing perk line, and maybe remove some of the top level gunnery perks he currently gets, he can't himself be in with the cannon crews).
2) AI captains get officers according to ship tier. 1 officer at tier 7, 2 officers at tier 6, 3 officers at tier 5 and above. The player will likely get more even earlier.
3) However, officer levels should be much lower than captain level. So a tier 5 navy captain is an average of level (8-5)*7 multiplied by .95 (on average) and then add 10, or level 30 on average. His officer should be much less than that, maybe in the 10-20 range. I'd say officer level should be about 50% of the captains rank after adjustment for captain type, randomized.
4) To cover needed skills, the three useful officer types to the AI are: gunner, boatswain, and Doctor (which I'll change to firstmate in my experiment with transferring ship defense perks from doctor to firstmate). With that group of officers, every skill and needed perk for sea warfare is covered:
Leadership, sailing: captain
Accuracy, cannon: gunner
Grappling: boatswain
Defense: doctor
5) Fencing, luck, repair, and commerce are the remaining skills. Combat oriented captains can have fencing, and commerce oriented on will have that, they don't need officers for it. If we want the AI to have repair, we can assisn some amount to the captains themselves, though it seems a much lower priority give the game mechanics, not sure it would matter.
6) Which officers come fist, second, and third can be dependent on captain type. I think all captains should eventually get all officers, even the merchant. The merchant captain will generally be lower level anyway, and so will his officers, but even a merchant would probably have someone around with ok competence at using the guns and managing he deck crews. And he doesn't need a quartermaster, he handles commerce himself.
Just an initial outline of a possible system to start the discussion off.

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