Option 6 is to put levelling entirely back the way it was before the big rewrite, probably 19th November.
That would be a job that can easily take MONTHS to do.
19th November was NOT before the big rewrite; that was started already in the Summer.
Unless you can revert only the "AddXP" function within Levelling.c itself.
Maybe that works, maybe it doesn't. I really don't know and I am not going to find out.
If you think it may be worthwhile, that would be up to you to try.
this could perhaps solve other issues caused by the new system, e.g. Sabine Matton being level -2.
That problem is somewhere else. If I can find a bit of time, I can probably solve that by adding a check on "rank < 1" or so.
From what I recall, the old system either gave officers not in your shore party nothing at all, or gave them a smaller share than the shore party. It didn't bother about whether a skill was relevant to an officer's post, which meant the shore party got their fair share of XP handed out by quests and storylines as well. Since character level is related to total of skills, that meant they'd advance at a reasonable rate, earn levels, which meant ability points, which meant you could assign them perks. Whereas now, if they don't get XP except when relevant to their posts, they advance more slowly through overall levels, don't get perks, and get left behind more quickly. It was always the case that you advanced more rapidly than your officers so eventually you could do everything better than them, but it's even more the case now. The other difference is that officers got a small share if you didn't have "Shared XP" and a larger share if you did.
I've got to admit I don't particularly care what the old system used to do.
What I DO care about is what the system
should do.
If there is truly a problem with officers lagging behind on the player that is worse now than it was before,
my preferred solution would be to give officers a BONUS in gaining skills that they do actually contribute.
If a player focuses on all skills at once, I imagine you can't become equally as good at all of them than if you'd focus on just a few.
Which means that by my reckoning, officers should be gaining their skills FASTER than the player.
I also care about making as few changes as possible.
Fixing this properly is specifically NOT my job and I therefore specifically do NOT want to have to do it.
Some quick hacks to make things behave more reasonable perhaps, just to be able to get Beta 4 released, over and done with.
But I have no intention of taking responsibility once again for a mod that isn't mine.
But if you're determined to keep the new system then option 6 would be to translate XP from non post-related skills into XP for post-related skills, so that, for example, if a quest hands you 1000 points in "Leadership", your gunner who can't get "Leadership" gets his share of that 1000 points split among "Cannons" and "Accuracy" instead. That could give your officers some chance of keeping up.
That part just makes no sense to me, sorry.
If you're handing out "Leadership" skills to the player party, why would that magically transform into "Cannons" and "Accuracy"?
It is specifically LEADERSHIP that is gained. Otherwise you might as well go back to "Auto Skill System OFF".
One thing that you may like: As far as I can tell, it IS possible to give skills to "" instead.
From what I gather from the code, that is "general XP" that is distributed based on characters' skill importances.
Which means if it is shared, then the First Mate would get some extra Leadership while the Gunner would get some extra Accuracy.
I think....
Fencing, at least, should certainly only be shared with your shore party. They're the ones who are actually there in battle gaining combat experience. So if we have to keep the new system then I'd probably say 2a, which is fencing 100% shared for officers in your shore party.
100% even for those officers who didn't do the Fencing themselves?
I think this would mean that if you are by yourself, you gain 100% Fencing XP.
If you have a full shore party, EVERY shore party member would get 400% Fencing XP.
That sounds like it would get very excessive very quickly, no?
And if all other shared XP is to require the "Shared XP" perk then the level 10 restriction has to go. That way the system is only as bad as the stock game, not worse - at least then you can take the perk as soon as you have 2 spare ability points and don't need to wait until your level 10 skills and perks, backed up by any skill items you've picked up by then, make all your officers redundant.
I still fail to see how the new concept is
worse than things used to be.
Different, yes.
But having officers gain experience specifically in their own areas of expertise makes
perfect sense.
That is what the Auto Skill System is all about, after all.
"Shared XP" is meant to be a
bonus; not a necessity. Which is why I want to have confirmation on the situation when it is NOT in use.
Because that situation should already be OK by itself. If it is not, then there is a different logic issue altogether.
But even after all these months of going back and forth, I do not see the actual problem with the concept itself.
If you truly want characters to "gain general XP whenever XP is gained" and for them to "convert that XP into what suits their role",
then my first suggestion would be to disable the Auto Skill System and REALLY go back to stock game behaviour.
More than anything else though: I am
so *%&^$#% sick of the ruddy bloody delays and bugs caused by the Levelling system that I just want to see Beta 4 released.
I personally no longer case about the state of that system. Some people report that it is at least somewhat OK, but we need more feedback.
The feedback so far has been inconclusive and confusing; at least to myself, who hasn't actually been actively involved in this at all.
(Other than having to step in several times because the bugs were completely game-breaking).
From what I understand, now the whole discussion is more about balancing and preferences than it is about badly broken functionality.
Any large reworking of the system means the 1000th delay for Beta 4 and I refuse to let that happen anymore.
This weekend there will be a brand new release. Next week is final internal testing. Weekend after is public release.
And I myself am making only the barest minimum of changes until that is all over and done with.