The initial proposed change looks good. If that's going into the new release, I look forward to testing it.
I cannot make any guarantees on if and when that could be done.
But it does sound doable, so if nobody else does it, I'll tackle it myself at some point.
Maybe this evening (VERY maybe) or maybe next week.
The idea that the player only gets 50% instead of 100% is not so good. You did the work so you should get the full reward.
The reason for that idea is to counter the "player gains XP faster than his officers" issue.
Take, for example, "Repair". I think that is primarily given to the player character and
never exclusively to any officers.
Of course I did propose giving the Carpenter 200%(!) of the XP, so the player would then get 100% and the Carpenter would get 200%.
But consider then the officer types that contribute only 50% of their skills. They would get 100% of the XP (as opposed to 200) which is equal to the player.
The player gets XP in ALL skills, while that officer only gains 100% XP in Repair and 200% in some other.
Therefore that officer probably still gets less than the player in total.
If we give the player only 50%, then ANY officer gaining skills at all would do so faster than the player (even the ones that contribute only half their skills).
The end result I would hope for is that officers will
always gain XP in their respective fields faster than the player does.
That would give your officers a VERY important use and simulate the behaviour that "you cannot do everything by yourself".
Players who "do not want to play for all eternity" should be covered by the fact that their officers take care of most skill contributions.
Anyway.... that's my reasoning for proposing it. I do think I've got some valid points there, but I'm indeed also not 100% convinced this would be the best solution.
But wouldn't you agree it may be worth a try...?
If the problem is that XP gained depends on how many people are in the party then that's what needs to be fixed.
I think that would affect primarily Fencing, because other skills are (probably???) assigned to one single character when given.
However, Fencing can be gained by ANY character who does fighting. So when that is shared, it starts stacking up the more characters are involved.
I can think of several solutions:
1. Do as I proposed and give only 50%. That way when fighting by yourself, you gain some XP but not so much. With a full group, you'd get XP much faster (probably 200% per character).
In other words: Clear advantage to taking officers ashore with you to assist.
2. Divide any "Fencing XP sharing" over the number of characters in the shore party.
This would pretty much have the opposite effect: More characters in the group = XP is gained slower.
Personally I think I like the sound of #1 there better than #2 because of the effect it would have on gameplay.
The same effect coud be gained though through having 100% XP gained, but then simply reducing the multiplier on Fencing XP.
If you can think of an alternate approach, I'm all ears.
Maybe only allow you to get a share of officers' XP if they have the "Shared XP" perk?
At the moment the way the "perks" work is that if ANY officer contributes the perk, then it is active.
So you really need only one officer who has it and shouldn't need each officer to have it individually.
If we'd change that for the "Shared XP" skill, that would be the only skill to behave differently compared to the others. That might be confusing and not intuitive.
On the other hand, it also gives one extra "development level" for your individual officers.
Should we want that? Maybe worth as an experiment at some point? Problem with experimenting is that we have already massively run out of time.
The Beta 4 public release date is pretty much set in stone now as far as I'm concerned because I don't want to delay it yet again.
So we have to be selective with what we want to do now to get the game sort-of playable and what we want to experiment with
after the public release.
So unless they have the perk, you'll get your full 100% for anything you kill, they'll get their 50% / 100% share depending on whether you have the perk; then they'll get their full 100% for anything they kill but you'll get nothing unless they have the perk. Meanwhile, for other skills, they'll be earning 200% for their job-related skills, so those ought to go up higher than yours.
Would that not mean that your officers get Fencing XP much faster than the player does?
Because the player does share 50% with the officers, but the officers don't share it back?
Or DO they all share it 50% back and forth even without Shared XP?
And WITH Shared XP it increases to 100% but only from those characters who have it?
How would we prevent that from becoming "too much"?
To me, it seems the single most important group is Shore Party - distinguishing those who are your immediate companions, who can see everything you do close up and learn from it; and the rest of your officers, who at best watch from a distance, otherwise their only way to learn is when you tell them what you did and how.
True, that. In my current proposal, that factors in exclusively for Fencing.
This is because the shore party is meant purely as extra support in fights and is deliberately NOT intended to affect anything else to avoid unnecessary micromanaging.
If, for example, Commerce gained would be shared with the Shore Party even without Shared XP, then you'd have to start taking your Quartermaster ashore with you again.
Which also puts him at risk. So that is probably why you'd want him to gain Fencing relatively quickly as well.
Would you consider it OK if you can have the same effect, while leaving your Quartermaster on the ship? That is the way I have always envisioned it, at least.
And then by consequence, the only officers you'd take ashore are your "fighters".
Since they stay with you for a while, they shouldn't need t gain Fencing XP up to 10
too quickly.
Which means the 50% idea may become more feasible. Perhaps?
One possible example of single ship XP gain might be gunnery - those on your ship can see how the guns are set and where the shots are falling as a result, those on the next ship along can't see how your guns are set so have no idea why your shots ended up where they did. Sailing is another matter, the other ships can see how your sails are set and what your ship is doing as a result.
True. I think that can be handled by doing a PROGRAM search to see what groups get called where and changing those if need be.
Maybe you can have a look at that one when the AddXP function has been modified?