While working on other problems in store.c I found an additional bug in the time-to-transfer-goods calculations.
Currently, the time it takes to load or unload a companion ship is based on the number of crew on that ship alone and the leadership skill of that companion.
I propose to use the entire crew from all your ships to calculate transfer time, and use the player character leadership modifier. We could possibly limit the number of crew available for loading goods to the max crew of the ship being loaded if people prefer that.
Since all ships will be loaded or unloaded in sequence, one at a time, it makes sense to put the entire squadron crew on the job. In reality there would probably be more than one ship loading at the same time, especially given that cranes were jury-rigged from the ship's spars so they didn't need additional equipment on the dock.
Here's an example of how much difference it can make. I have a companion ship that I've captured, running at about half crew. The captain of that ship has a leadership of 2. To completely empty that ship takes 23 hours. If it were at full crew, it would take 11 hours. Using all crew available (which was still lower than the max crew of that ship) and my player character's leadership of 10, it takes 3 hours.
If no one has any objections I'd like to submit this to Pieter for inclusion in the build. If anyone has any suggestions or comments, now is the time to make them.
Hook
Currently, the time it takes to load or unload a companion ship is based on the number of crew on that ship alone and the leadership skill of that companion.
I propose to use the entire crew from all your ships to calculate transfer time, and use the player character leadership modifier. We could possibly limit the number of crew available for loading goods to the max crew of the ship being loaded if people prefer that.
Since all ships will be loaded or unloaded in sequence, one at a time, it makes sense to put the entire squadron crew on the job. In reality there would probably be more than one ship loading at the same time, especially given that cranes were jury-rigged from the ship's spars so they didn't need additional equipment on the dock.
Here's an example of how much difference it can make. I have a companion ship that I've captured, running at about half crew. The captain of that ship has a leadership of 2. To completely empty that ship takes 23 hours. If it were at full crew, it would take 11 hours. Using all crew available (which was still lower than the max crew of that ship) and my player character's leadership of 10, it takes 3 hours.
If no one has any objections I'd like to submit this to Pieter for inclusion in the build. If anyone has any suggestions or comments, now is the time to make them.
Hook