You can set the officer quality in your faction doctrine. If it did absolutely nothing then why would it exist in the first place?
Just to clarify, I didn't say it did nothing I just said it didn't affect autoresolve. I thought it affects patrol spawn quality by how high of a level the officers in the patrol fleet spawn with.
What you are saying is that it likely takes that a step further by calculating officer level of combined officers in each fleet for the autoresolve calculation. It's that part I'm not so sure about.
@Alex
You really gotta improve the wording somehow regarding DPs, cost of deployments and FPs (maybe there's something else similar).
I see people get this wrong soooo often. D-mods never reduce the deployment cost of ships, even with skills! They reduce the cost of deployment, which is actually recovery cost, which doesn't even matter for auto-resolve in the slightest. D-mods just make your ships CHEAPER to deploy, not WEAKER in terms of DP. Otherwise that would be kida broken and you'd just have a zerg swarm of d-mod ships.
EDIT: Oh yeah and there's also maintenance cost, which can be modified, but it doesn't change DP, which some people look at there to see what's the DP of each ship (I know base recovery cost is equal to DP). But everything should look a bit more, easier to digest let's say. Deployment cost is a very important stat and you can only see it pre-combat. There's nothing saying ''dp of this ship is x'' in campaign screen.
*facepalm* Yeah I was under the impression it reduced/improved the actual deployment cost in the precombat screen that's... not ideal, sigh. I agree it's also confusing because technically it's the same stat in the csv so making the assumption that it would operate this way when modified is a natural conclusion. I can't believe I never noticed it before.
Guess part of my work today will be removing most of my faction skin files in favor of separate ship definitions since stuff like XIV ships are supposed to take up more deployment space (avoiding cost now) and prevent the player from sending as many of them into battle.
As far as D-mods go, that makes them a bit more of a crutch than I thought they were. Though that's not to say that's terribly awful considering they can be removed, it does make me think that restoration of D-mods shouldn't be so expensive. In fact, similar to repairing a car instead of buying a new one I'd argue it should equate to about 60% of the ship cost (so 15% per mod) and actually be a bargain. Otherwise, I can tell you that unless I was stupidly rich in the sector I would save scum each time I lost a ship just like before recovery was a thing - which somewhat reduces the appeal of the recovery system to me.
Idk, I get that there is more nuance than that as far as sustainability with the salvager playstyle. But if I'm going elite merc, for instance, I wouldn't even bother with recovery now. If I lost a ship, I would reload or buy another one and eat the cost that way. Of course the exception would be rare ships I can't find easily.