Rather than comment on the build thread, I thought I would start up a new thread to talk about ideas that might work instead of the current crew promotion mechanic as Alex is thinking of removing this feature.
I do like having some sort of crew mechanic (I always build reinforced bulk-heads to protect them), but I know that the value of their contribution is fairly small, so I was actually hoping that they would become more important in some form so that hull-mods like "reinforced bulk-heads" are a better choice.
To the idea...Now it doesn't really make sense that officers have all these fancy skills; They might be good at one thing, but as an officer, I would imagine that most of what makes them great is utilizing the strengths and weaknesses of the crew below them to operate an effective command.
Why not have it so that officers require crew to be assigned to them in order to function. Those crew would need time to acclimatize to the officers routines and idiosyncrasies, so when assigning a new officer to a ship, the newly assigned crew might apply a -50% modifier to that officers abilities (and the same penalty to their experience).
Slowly with time and battle experience that negative modifier would drop down to 0% giving the ship the full benefit of the officers skills, with normal experience progression.
If sufficient numbers of your crew dies, perhaps you might lose some of those crew members working closest to the commander; and so a few new slots open up, creating a new -% modifier by averaging the overall experience of the older more experienced crew with the newer recruits required to fill the gap of those that died while being assigned to that officer.
In addition have the number of crew required by that officer scale with the ship crew size.
An officer may only need 15 crew assigned to them to function at 100% with the wolf; but assign them to the onslaught and suddenly they need another 500 crew to function. This has the side effect that the officer needs time to work with the new crew and ship systems to get back up to 100% efficiency; this means that transferring officers to new commands is a fairly painful process. I'm not sure if this will be a good thing or a bad thing.
I would expect that having more crew on a larger ship command would take longer for an officer to get comfortable and to be able to push his/her crew to their maximum, but perhaps this -50% penalty could require the same time & combat experience in order to get back up to 100% regardless of the assigned crew size in order to simplify things.
I also like the idea of crew having a small chance to be promoted to an officer if that ship is currently not under command; though that will probably complicate things...as would the idea of having multiple officers..so I'll leave that for now
Oh and I had an even more complicated idea, we could assign crew to the actual skills that the officer has currently learned so that the penalty only affects the new skill which has a fresh crew assigned to it. (this means your officer will need more crew assigned to them as their skills and experience grows); but I think this might be time consuming to implement.
I'm certain there are others with better ideas out there, so feel free to share!