The "class" system would only apply to officers and not to the player, of course. The idea is to make an obvious distinction between the different officer types. At the moment it doesn't really matter which officer you use, because they all can do everything anyway. You can hire a level 1 gunner at the start of the game, then put all his level-up points into sailing and he would function as a navigator. He'd still be called a gunner though, so that wouldn't make sense.
What about this idea: We DO use the officer class system, but you can talk to the officer and change his profession that way. For example: You hire the level 1 gunner I mention above. He will work aboard your ship as a gunner and any level-up points he receives can not be put into the sailing skill, because he is a gunner. But you can talk to the officer and tell him that you will use him as a navigator instead. After you did that, his class will be changed into navigator and you will be able to increase his sailing skills. However, his cannon skills will NOT improve the party skill anymore, because, although he might BE a good gunner, he wouldn't currently be ACTIVE as a gunner.
This would bring up the idea of the "active officer type". An officer can have all skills, but he will only USE the skills he needs for his profession. And you can change that profession through dialog.
Why shouldn't skills be cumulative? You shouldn't think of it as "I am a decent gunner, and he is a decent gunner, so together we're a great gunner". That indeed makes no sense. But the party skill idea is the efficiency of the ship, not the efficiency of one character. One gunner might not be enough to handle ALL cannons on a Manowar, so you'd hire multiple gunners and they would all contribute to the efficiency of the ship.
I do agree that 2 gunners with 10 cannon skill points each should work more efficient than 10 gunners with 2 cannon skill points each. So that's one issue we will still need to think on.
What are "NCO's"?
I agree that the crew morale is something to keep into account. Trustworthy officers would increase the morale. However, if the player has hired a bunch of good but untrustworthy officers, they might mutiny against the player. The player's leadership skill would be very important in keeping order aboard. Officer's leadership skills will improve the morale of the crew, but if the officers have a higher leader ship skill than the player, they might mutiny, because they wouldn't really need the player anymore.
If we continue this brainstorming session and come up with a good concept to add to the game, we can make this game infinitely more interesting! Very good ideas are being mentioned here! <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid="
" border="0" alt="w00t.gif" />
What about this idea: We DO use the officer class system, but you can talk to the officer and change his profession that way. For example: You hire the level 1 gunner I mention above. He will work aboard your ship as a gunner and any level-up points he receives can not be put into the sailing skill, because he is a gunner. But you can talk to the officer and tell him that you will use him as a navigator instead. After you did that, his class will be changed into navigator and you will be able to increase his sailing skills. However, his cannon skills will NOT improve the party skill anymore, because, although he might BE a good gunner, he wouldn't currently be ACTIVE as a gunner.
This would bring up the idea of the "active officer type". An officer can have all skills, but he will only USE the skills he needs for his profession. And you can change that profession through dialog.
Why shouldn't skills be cumulative? You shouldn't think of it as "I am a decent gunner, and he is a decent gunner, so together we're a great gunner". That indeed makes no sense. But the party skill idea is the efficiency of the ship, not the efficiency of one character. One gunner might not be enough to handle ALL cannons on a Manowar, so you'd hire multiple gunners and they would all contribute to the efficiency of the ship.
I do agree that 2 gunners with 10 cannon skill points each should work more efficient than 10 gunners with 2 cannon skill points each. So that's one issue we will still need to think on.
What are "NCO's"?
I agree that the crew morale is something to keep into account. Trustworthy officers would increase the morale. However, if the player has hired a bunch of good but untrustworthy officers, they might mutiny against the player. The player's leadership skill would be very important in keeping order aboard. Officer's leadership skills will improve the morale of the crew, but if the officers have a higher leader ship skill than the player, they might mutiny, because they wouldn't really need the player anymore.
If we continue this brainstorming session and come up with a good concept to add to the game, we can make this game infinitely more interesting! Very good ideas are being mentioned here! <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid="
