@Grey Roger: Someone who is that bitterly opposed to your methods won't know that immediately upon being hired.
But after a while of seeing you in action, he'd get the point and that is when the trouble starts.
The lack of enthusiasm you describe could play well into what was suggested before by having some sort of efficiency that is directly related to officer loyalty.
So as loyalty drops, efficiency does too.
What my suggestion will do for gameplay is that you won't know for sure when you hire an officer if it will be a good one or not.
This is something you'd discover later during gameplay, which adds an extra layer of complexity.
You may have to start using the "you're fired" option then, which I doubt many people currently would use as there is virtually no point to it.
And it also means that "hiring officers" is not something you do only once at the start of the game, but something you may need to do again later.
I do not believe that this would be an inherently bad thing for gameplay.
It would complicate matters, yes. But that's the whole point!
@Tingyun: Any small act of goodness or evil would not cause a huge change in loyalty.
You'd have to continuously do good (or bad) for it to drive your officers "over the edge".
I am admittedly intrigued by your suggestion of unloyal officers staying with you anyway as long as there is profit in it for them.
This sounds more complicated and would probably have to wait for a second update to this (after the first more simplistic version), but it could definitely add something.
I do wonder how to handle that though.
If you use Divide the Plunder Mode, then the Crew Share Ratio is a measure of how profitable you're being, so that could be used for this purpose. But what about Salary Mode?
Simplest would be to limit it only to Divide the Plunder, which would actually be an extra advantage to that mode.
So if you Sign Articles, you could keep even unloyal officers around as long as you're doing well, while you couldn't manage that just with Salary.