I am pretty miserly with ship losses, I guess it's like collecting; you want to keep everything in pristine condition without ever removing it from it's package.
I have to admit I don't like to lose ships and don't really have a problem with reloading to try again. It's just a particular play style, that perhaps isn't very realistic, but is still enjoyable in any case.
So the concept of having ships degrade over time sounds terrible, yet I can see that it would force you to utilize them in battle since they are going to decay regardless.
What about getting rid of the idea behind destroyed ships and allow any ship to be retrieved from battle, but with permanent damage applied (yeah, I know this isn't a new idea at all). Now as a miserly fleet captain, I would be like "whatever, I'll just reload, my ship sucks now" and try the fight until I don't lose any ships (or ships that I care about).
I wonder if having a mechanic where high level relations with certain factions might open up the ability to have "expert technicians" fix ships associated with that faction up to 100% (repairing all permanently damaged components); at a high cost of course.
This though polarizes the player to choose ships built by the faction they are associated with and of course it means that my play style (buying all my ships on the black market and never associating with factions) would have to change, but it might be an interesting mechanic as suddenly you have a very good reason for joining a faction (to keep your babies at 100%
).
Back to the crew mechanics:Perhaps we need to look at making officers a little bit more complex to make swapping between different ships a preferable thing at least initially. I'll go with the idea that crew is assigned to officers for now (with that -50% starting penalty), but it can be adapted to per ship.
Have hired officers have a maximum command size and a ship preference and provide a "familiar with crew bonus":
-Officer preferred ship: Wolf (confers unique bonus for the specific ship eg +100 flux dissipation)
-Officer preferred crew: (10-50) - Negative penalty outside of this class of ship ( less than or more than the preferred crew confers a penalty in some way)
-Officer familiarization bonus - Random skill on top of already available skills (granted on reaching familiarity with the crew (-0% penalty))
So why transfer captains?
Well you first have to find a captain type (cautious, steady, aggressive) and an Officer preferred crew to match up to the ship you want commanded.
Having the officer preferred ship line up with your requirements will be require quite a bit of luck, so most people would find officers that have a preferred crew around the correct number and have those assigned to a ship.
When that officer reaches familiarization, a random bonus is given to that officer (some skill or buff). Now if you happen to purchase the correct ship for that officer, transferring that officer will not only remove the familiarization bonus, but now that officer will need to become familiar again with the crew.
The trick is, that familiarization bonus may actually be more beneficial than the unique bonus given to that officer by being assigned to there preferred ship. If you transfer the officer, it may be that you will end up with a familiarization bonus on their preferred ship that isn't as useful and the whole transfer may of been better off not happening.