Hi everyone,
Felt like bringing this up, this was
something Alex briefly mentioned at the end of a blog post : staff officers, i.e. officers who learn
non combat skills. I was just going to ask if it's still planned for future updates, but I'll throw my opinion about it here anyway.
What would staff officers accomplish in Starsector ?
- Roleplay and realism. Not everyone you can hire should absolutely be all about fighting.
- No more worrying about having an underpowered fleet when taking combat skills as player character. Be as badass as you want.
- If you want to be a skill monkey while delegating combat to your officers, you can still do that.
Some thoughts to implement it :
- If the player character and an officer, or two or more officers have the same skill, the skill with the highest level is applied (no stacking).
- Have staff officers count towards the same cap as combat officers. Choices !
- At least Industry and Tech (except Gunnery Implants) should be covered by staff officers.
- Not sure if Leadership skills should be covered. I'd say most of the current ones (0.7.2a) should. Fleet Logistics makes perfect sense for an officer to have. Command Experience ? Not that much. Don't know much about the new skills in the next release, but the one that increases the officer cap shoud probably be off limits to officers.
- There could be 3 types of staff officers, one for each skill tree.
A couple of potential issues to be aware of :
- Soloing whole fleets with a capital ship is currently a thing. With no other changes, staff officers would make that even easier, since you don't need combat officers to do that, but you
would need staff officers because of the level cap and the usefulness of non combat skills. Personally, I think of the combination of a capital ship and combat skills for the purpose of fleet soloing as a separate problem that needs solving.
- Since non combat skills apply to the whole fleet, staff officers could be difficult to balance against having non combat skills as a player character. Considering the current limitation of ten officers, and depending on the total amount of skills, the whole skill tree could be covered with an optimal number of officers, while still having plenty of room for combat officers and all combat skills on the main character. Making officers able to learn only one tree at a time as stated above would partialy solve this, I guess. I can't think of a solution for this that doesn't involve hard limits.
Thanks for reading !