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Starsector 0.95a is out! (03/26/21); Blog post: Skill Changes, Part 2 (07/15/21)

Author Topic: Crew Veterency increasing Command Points or its Recovery Rate  (Read 258 times)


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Crew Veterency increasing Command Points or its Recovery Rate
« on: January 27, 2020, 05:38:53 AM »

This was suggested by another poster another thread:

"Crew veterancy could be fleet-wide instead of ship-specific by shifting it to the Command Points mechanic. The theory is that the Admiral increases the Command Point maximum as they design greater or more sophisticated gambits. The experienced crews reduce the timer to recover command points as they can efficiently carry out orders and start to anticipate orders."

Some sort of crew veterancy mechanic seems to be a popular idea, that runs into several problems, including that of specific ships shifting crew around when buying and selling, burdensome micromangement, and Combat Readiness being a game mechanic that already exists which represents the crew and affects combat ability. Instead, if crew veterancy was abstracted away and used to influence another effect like Command Points which can still have useful effects on the battle without interfering with pre-existing game mechanics. The Leadership skill already affects Command points, but as your crew itself are retained and gain experience, they too can process and implement your specific commands faster.