Only reason from my side is to communicate it clearly to the player which abilities are contributed and which ones aren't.Why not just leave officers as they are, able to contribute skills and perks according to their job? But remove the restrictions on which perks you can give them. Then, when they're ready, you can assign them a different role. There is no need for the "no officer". And I know you can swap the officer to another role, give him the perk, then put him back again - this level of annoyance is unnecessary if you just don't restrict which perks he can learn in the first place.
Ah, I forgot about the tick marks! Indeed that could be a solution.Icons: as well as blue, grey or locked, there is also the tick. Perhaps make it that grey means he doesn't have the perk, grey means he does, and ticked means it's contributing. In fact, that's what I thought the tick meant anyway - if not, what does it mean? There's no need to mark a perk which an officer is unable to learn if the restriction on what he's allowed to learn is removed entirely.
There are two approaches possible:Recruiting in taverns: why prevent people from entering the tavern multiple times to search for a suitable officer? Nobody is forcing you to do that, so anyone who does not want to does not have to. Why remove the option for those who do?
1. Allow the player to ALWAYS find the officers he'd looking for with relative ease
2. Have officer availability be truly dependent on chance or certain variables
The current situation doesn't work well for either of those approaches.
If you want to ALWAYS find an officer, why have there be a random chance involved at all?
Just do away with that entirely and have an officer placed EVERY single time you enter a tavern, instead of having a stupid 50/50 chance that basically serves only to waste the player's time.
On the other hand, if officer appearance should be random, it doesn't make sense to have a repeated in/out routine on the part of the player make any difference.
Ultimately, the process if in/out to get your officers is annoying and unreleastic and I'd like to figure out something more reasonable.
Here are some thoughts:
1. ALWAYS generate an officer in the tavern: Simple solution, but there is no guarantee that the officer is what you want.
2. Generate an officer ONLY once a day in each tavern: Seems more reasonable, but since there is still no guarantee that the officer is what you want, it'll be even harder to fill out your ranks.
3. Post a job request with the tavern owner or through player dialog or so: Would allow you to influence the officer types generated, reducing the time you spend on searching.
4. Be able to directly generate any type of officer instantly by talking to the tavern owner: Basically allows you to get what you want straight away.
Perhaps not realistic, but at least does away with all the time-wasting that is in the current system.
I like a combination between #3 and #4. Adapt the "trader enters tavern" code to generate an officer of a certain type instead.
But limit this to once per day to simulate the efforts of the tavern owner to actually track down a character like the one you want.
Also gives you an incentive to stay at the tavern several days (increased profit for the owner!) if you want more than one officer.
We can then remove the stock game default officer generation altogether.