Feels awkward to chime in while tbe actual contributors are discussing the mod's direction, but still
I can't speak for anyone else, but I certainly always welcome the feedback from players.
That's always really valuable, I reckon.
You can berth your ships by hitting F2 and going to the "Ship" screen.
You can pick how you want to pay your crew by hitting F2 and going to the "Ship" screen.
Why can't you divide the plunder by hitting F2 and going to the "Ship" screen?
Because nobody added that option.
I get this sinking feeling that you guys are rather averse to fiddling with the interface screens
Interface stuff can indeed be some of the more complex things to code.
I've done some minor work there; and
@Jack Rackham has made plenty of tweaks to it for his quests as well.
But the real interface experts, like
@Maximus,
@konradk and
@Levis haven't been active for quite a while...
Speaking of juggling, have you ever entertained the idea of canceling the reassignment feature? Like, if the guy is a carpenter, he stays a carpenter; can't post him to the cannons deck as a gunner. Maybe you can put him in the charge of the badly battered frigate you just captured until you can tow it to the nearest port, but once he returns to your ship, he's back to sawing planks and hammering nails. I don't know; treating your officer as an 8-ball sounds so...arcade. But even if you don't care much about taking that away...
I do like having the freedom for that.
But I have thought at times about putting a time limit on it.
So you can only do it once per day per officer or so.
Probably not worth the effort to put that in.
But it's a thought...
...it feels like their growth could use a solid stunting. Even without Shared Experience, they're always five, ten, sometimes fifteen levels ahead of the main character, and they max out everything well before their captain can even hit 7-8 on average. How's about, say, a surgeon trains his Defense quickly but everything else ten times as slow? This way, collecting a full roster would actually make sense, since you'd have several specialized guys who are good at what they do but ain't worth much when it comes to anything else, instead of two or three hypercompetent boys who are better than their captain at everything and thus could be posted anywhere around the ship, depending on what the situation calls for.
It is very much intentional that your officers exceed your skills in their areas of expertise.
Otherwise they wouldn't have anything to contribute.
(Unless we somehow upgrade the game to use 100 skill points instead for a ship and have the points
stack if you have multiple officers; instead of "highest counts".)
Not sure what happens once an officer is maxed out in his/her area though.
Could be they start gaining other skills semi-randomly then.
But that shouldn't happen faster than for the player...
So I certainly don't want to lose the ability to divide plunder, or anything else for that matter, via interface.
I don't think
@Kara Korsan suggested removing anything for that; rather
adding it as an option to the interface.
As stated earlier, most of the officers I find in taverns are Master at Arms, then I put them into the position I want and they can learn on the job.
That REALLY concerns me. I don't think that should be happening.
@The Nameless Pirate,
@DavyJack,
@Kara Korsan, do you also run mostly into Master at Arms officers to hire in tavern?
Is it possible to remove the ability to transfer money? Like, treating it mechanically as a quest item, perhaps, or whatever, so that it cannot leave your inventory.
If you code at it hard enough, I'm certain that would be possible.