Started a new run this week and I did several High Value Bounties(HVB) targets; I noticed that, none of the wanted characters are in the captured officer list. Is it still possible to capture those type of officers from HVB or is it that my luck is horrible?
I've obtained officers from high value bounties before, so it's just your lack of fortune I fear xD
Speaking of captured officers, I have a strong feeling that ransoming them is way too profitable, same thing with repatriating them to improve relations.
You can and will make more money from ransoming an enemy fleet full of capital ships&officers compared to a double bounty for each frigade posted in the sector where said fleet was defeated. I'm quite confident ransoms would still net a very nice amount of money if they were cut in half across the board, but that is a boring change of this mod. How about giving different ransom values to different factions? I imagine Tri-Tachyon has more than enough money to buy their officers back, while Pirates probably would rather pay you in less amicable methods, namely a piece lead in the head.
You can hunt down pirates like the vermin they are for a good year or so and then proceed to send their relations to the stratosphere by repatriating all officers at once. Some factions should either care very little about repatriations (pirates) or even not have the option to start with, or do you think Luddic Pathers would trust the AI satan if it so decided to send some of their martyrs back to them?
Then there's also the fact you're able to ransom/repatriate prisoners even in the fringes of space. Would it not be more immersive if you would only be able to execute both actions at the target faction's planets? Maybe same faction fleets would also be able to scrounge up money for their compatriots...
Lastly, breaking/butchering captives. I am very grateful of the fact I can at least gain crew after big battles (I have a fleet mainly made up of ships without shield generators, I sometimes literally consume more crewmembers than fuel/supplies per light year) but I can also recognize the fact that the storing of captives and their successive breaking/butchering is way too easy sometimes:
1)Captives take up as much space as marines, but they should really take two considering you would keep them locked in purpose built cells, separated from the rest of the ship cargo and crew compartments
2)Breaking/butchering captives should not be immediate. How about taking a page from the "Supply Forging" mod and have the breaking/butchering speed both have their respective skill toggle and have their speed depend on the amount of marines you've got on board. Example: one marine can break two captives a day OR butcher one a day
3)I am under the impression that just having reputation hits upon butchering enemy officers/captives is too little of a punishment for truly consistent monetary gains. How about finding out if it's possible to link butchering captives with the Vengeance fleet mechanic from Nexerelin? Linking it to raids/invasions from vanilla might be a tad too much, but then again so are the fat stacks of money you make, just like in Rimworld xD