Feedback on ideas:
Levis idea:
I do not like two aspects: first, if you are worried about min/max players micromanaging, they will do so here. Because there are times when the officer's contributing skill is likely to be checked, and times when it is less likely. Quatermasters will always be set by min/max players to "all skills" at sea for example, and then set back at land. Doctors all skills before battle, then set back, etc.
Second, shared XP should NOT be linked to an all-around more xp bonus, which you have here in the contributing skill state. This is a 2 point perk that everyone will ALWAYS get then, meaning if shared XP generally means more XP in contributing skills, you might as well just balance the XP charts to accelerate growth and speed up leveling anyway, and do away with the perk. So it should not lead to faster general percentage advancement in contriting skills, that needs to stay the same whether or not you have the perk. Its benefits need to be more narrow and specialized, as befits a perk offered as a choice against other perks.
Pieter idea:
I like this idea. Basically, in the off-time of an officer when they aren't working on their job, you can have them train up an additional skill. It makes sense, and is a rather interesting mechanic. And it suits certain playstyles, so a player may get the perk sooner or later depending on preferences, it feels balanced and interesting. Also realistic, as opposed to the current magical mechanic of shared xp. And it offers the player interesting strategic choices about which secondary skill would most benefit a given officer. A really fun idea!
Pieter idea suggested refinements: I would say you should not be able to select a currently contributing skill (see my above point regarding why shared xp should not mess with the current speed balance of class skills), so only skills currently not associated with your class at all. And the speed rate gained by such side training should only be as fast as a half-skill rate (so an actual carpenter will always level repair twice as fast as a boatswain learning carpentry on the side). Fencing should also be exempted from being selected--you need to actually step outside the risk and see actual battle, or at least personally witness the player fighting, in order to share in fencing xp (so keep the shore party shares fencing xp mechanic, regardless of shared xp perk).
One does wonder whether this will provide a good mechanic to train up future captains in all the skills they will need. I'd suggest it could be implemented together with giving first mates half-skill contribution settings in everything but fencing, luck, and commerce--a couple of additional half skills won't unbalance the game, half-skills almost never help out anyway, and it will make the first mate essentially a captain in training.
Levis idea:
I do not like two aspects: first, if you are worried about min/max players micromanaging, they will do so here. Because there are times when the officer's contributing skill is likely to be checked, and times when it is less likely. Quatermasters will always be set by min/max players to "all skills" at sea for example, and then set back at land. Doctors all skills before battle, then set back, etc.
Second, shared XP should NOT be linked to an all-around more xp bonus, which you have here in the contributing skill state. This is a 2 point perk that everyone will ALWAYS get then, meaning if shared XP generally means more XP in contributing skills, you might as well just balance the XP charts to accelerate growth and speed up leveling anyway, and do away with the perk. So it should not lead to faster general percentage advancement in contriting skills, that needs to stay the same whether or not you have the perk. Its benefits need to be more narrow and specialized, as befits a perk offered as a choice against other perks.
Pieter idea:
I like this idea. Basically, in the off-time of an officer when they aren't working on their job, you can have them train up an additional skill. It makes sense, and is a rather interesting mechanic. And it suits certain playstyles, so a player may get the perk sooner or later depending on preferences, it feels balanced and interesting. Also realistic, as opposed to the current magical mechanic of shared xp. And it offers the player interesting strategic choices about which secondary skill would most benefit a given officer. A really fun idea!

Pieter idea suggested refinements: I would say you should not be able to select a currently contributing skill (see my above point regarding why shared xp should not mess with the current speed balance of class skills), so only skills currently not associated with your class at all. And the speed rate gained by such side training should only be as fast as a half-skill rate (so an actual carpenter will always level repair twice as fast as a boatswain learning carpentry on the side). Fencing should also be exempted from being selected--you need to actually step outside the risk and see actual battle, or at least personally witness the player fighting, in order to share in fencing xp (so keep the shore party shares fencing xp mechanic, regardless of shared xp perk).
One does wonder whether this will provide a good mechanic to train up future captains in all the skills they will need. I'd suggest it could be implemented together with giving first mates half-skill contribution settings in everything but fencing, luck, and commerce--a couple of additional half skills won't unbalance the game, half-skills almost never help out anyway, and it will make the first mate essentially a captain in training.
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