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Usefull abilities for assigned officers?

Davos Seaworth

Landlubber
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" />

I searched the forums but I couldn´t find the answer for this simple question: Which abilities I´ve chosen for my officers will benefit me if they are on active duty (in my party)? Which abilities are totally useless if selected for ´em?

I use build 11. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" />
 
Davos,

I think you realize this, but to be sure, if an officer is neither in your party of 3 active officers, or assigned as on of the 4 possible officers on another of your ships - then you don't benefit from any of their skills/abilities.

Now for the 3 active officers, you benefit because for each skill category, you ship will get the level of whatever officer has the highest level in that category. So, if you only have a 3 in accuracy, but one of your boys has an 8, the ship gets an 8.

For abilities, there are what I will call passive abilities, and ones that you have to activate. I'm pretty sure that your ship will get all of the passive abilities of your officers. So if an officer has the advanced ship defense ability, your ship will have that. Even if you don't have that ability yourself.

For the abilities you have to activate yourself, you can only use your own abilities. So you can only do, say, quick turn around if it is your own ability.

As to which ones are which, I don't really remember specifically, but for the most part, the ones you have to activate yourself will all have some time duration for how long they will last. Or you can only do them X number of times a day.

I hope I'm remembering correctly, and I hope this helps.
 
I _believe_ the repair abilities can be from an officer. Same with IIRC (most of) the sailing ones, though I can't say for sure. I'm pretty sure `quick-turn` and `sail-over`-`shallow-water` were available when I went to activate...
 
Nathan,

I tested out a saved game of mine, and I could only ever use my own characters abilities. Unless maybe you know of some way to specifically invoke your officers' abilities. All I know how to do is click over to the "Use Ability" icon, and pick what I want. If its not my characters ability, its not there as an option. Even if I know one of my officers has the ability.

-cwineman
 
Yes, sir.

My character has quick reload so I see that icon available when I go to the use ability option.

But even when I add 30+ level officer with abilities like quick turn around and sense faraway( or whatever its called), his abilities are never available to me.

Does it work differently for you?
 
Now that I´m a bit further in the game, I can confirm cwineman´s asumption that only passive abilities have an impact on gameplay if taken by officers. (And yes, I know that only the skills and abilities of the three active officers and the respective captain´s stats for each additional vessel will benefit me in any way.)

1. List of active abilities:

- Rush
- Quick Turn
- Quick Repair
- Pre Reloading
- Instant Boarding
- Landing Party
- Fire Ship

Anything I forgot?

2. While being no active abilities, does it benefit me if I give <b>my officers</b> the following abilities?

- Musket Volley
- Sense Fairway
- Trustworthy Lad
- Bacis and Advanced Commerce
- Land Owner
- Shared Experience
- Iron Will
- Seawolf

3. By the way, which skills and abilities should I focus on for officers assigned as ship captains?
 
Davos,

Your list looks ok to me. The only ones I use are pre reloading and quick repair. I've always been too chicken to try fireship. If you use it, do you lose a ship from your fleet?

Good question on the others. I don't know if any of those abilites would make any difference.
- Musket Volley: can't see how it would ever be used.
- Sense Fairway: maybe it makes the ship take less damage in some places, who knows.
- Trustworthy Lad, Bacis and Advanced Commerce, Land Owner: again, I don't know how this could matter since Nathan does all the trading.
-Shared Experience: I know its good for your character to have. But if an officer/captain has it, and manages to sink an enemy ship, does he share the experience go the rest of his crew? Everyone else?
-Iron Will: I don't think other captains actually have to pay their crew, so it probably doesn't matter.
- Seawolf: Now this could matter. Maybe it makes the other ship sail faster and turn quicker and whatnot.

As far as skill stats for officers on other ships, I don't think it matters which officer has which skill. Just try to get each category as high as you can. For example, don't put two good gunners on the same ship. I usually try to get a good `first-mate`( high leadership, luck), a navigator( for ship speed and maneuverability), and I think most important is a good gunner with high cannon damage and accuracy skills. I usually try to make sure I also have someone, either a fourth officer or from the previous 3, that has high defense and repair skills.

With abilites, I try to buff up the captain/officers in the same areas. Sailing skills, cannon skills, defense, repair, and then leadership. Anything else is just fluff. Even melee and grappling aren't important for your other ships.
 
I can assign more than one officer to my second to fourth ship? Wow. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_eek.gif" style="vertical-align:middle" emoid=":shock:" border="0" alt="icon_eek.gif" /> I didn´t know that, I always thought I could only assign a captain. How do I accomplish this? The interface of PotC is really awfull.
 
You can assign other officers to your extra ships by doing a "ship to ship transfer" and selecting the "assign captain" button. There, you can put other officers from your flagship into those blank squares, just as you would assign a captain.

One thing to remember tho - if you decide to sell that ship, RECOVER your secondary officers before you do - you will get ONLY the captain of that sold ship back, when you sell it. The others will simply disappear unless you recover them before you sell it.
 
Landing party, like fireship, must be assigned to another officer (you yourself don't need it, I believe).

Sense Fairway is another sailing perk, like fast turnaround. It's the don'`t-take`-`damage-from`-shoals thing I mentioned above.

Musket volley I believe is a `check-officers`-too thing, but since only the pchar's ship can board, companions and _their_ officers can't use it.

The commerce perks (Trust, Basic C, Adv C, Land owner) work if they're on an officer.
Iron will does as well, in Daily Crew Update (the only place I know it's used); if it's used elsewhere, it may or may not require the pchar to have it.

Seawolf's passive affect (better speed/turn) can be `officer-side` I believe, but the active affect (skip random encounters) doens't even _work_ SFAIK, let alone work on officers.

Shared Experience, since I overhauled the XP thingie, works two ways:
If you or an officer gains XP, everyone else in your `officer-party` gets some too; SXP doubles the shared amount. And if it's full party XP, if the gainer does have SXP _all_ passengers and companions and their officers get XP too (the `non-officer` passengers get none if no SXP).

So it's worth giving to everyone, yes.
 
Thanks, guys, you really helped me alot. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" />
 
Was just reading old readmes; turns out the instant repair thing was a bugfix by ALexusB (stock game IR didn't work for officers).
 
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