And the same people come by and try to shoot this down with the same flawed arguments every time, as if rebalancing skill values and potential character power levels is somehow magically completely impossible and unacceptable.
Well, that is why I phrased my response in the form of questions. If there's an elegant solution to keeping current flexibility versus guiding new players down a particular way to play the game, I'd love to see it. If its magically impossible, then present the counter example. And also present the negatives that come along with it, not just the positives. Explore what the suggestion fully requires for implementation.
A suggestion I've sometimes thought of is just requiring players to have successfully finished all the vanilla missions as a pre-requisite to playing the campaign, as that would force players to learn a number of key concepts which will make them better at combat, and also pilot a ship to progress. No officers or extra skill bonuses are going to save you there. The campaign skill system maintains its flexibility, while new players are taught the joys of piloting (whether they want to or not), and a given a reason to take personal combat skills given they see what a lone Paragon can do against entire fleet in player hands, let alone some of the wolf pack scenarios.
Although, if I don't care about flexibility, and only want the best play experience for new players, another option I haven't seen thrown around is eliminating the free skill picking and just let you pick a pre-picked path at the start of the game. You could have 4 pre-designed characters, getting a specific skill at each level that synergizes on a particular theme. Ensure players get capstones early for example rather than do something like 3 picks in each tree by level 12. Make sure they take Target Analysis before Damage Control (if they ever take Damage Control). Navigation can be the 1st pick for two characters, and Bulk Transport for the other two. Ensures they get an even mixture of personal and fleet skills as they level up in an "optimal" way.
Finally to make this all good for veterans, you make free skill picks an advanced option that you unlock at some point for new game (or new game+ if you prefer that parlance), perhaps after finishing the main quest line or reaching max level. And just to let players try different things, make it a single story point to swap between the 4 pre-made characters once started (with all elite skills pre-paid).
Both these suggestions maintain flexibility for veterans, while introducing new players to the concept of personal piloting as well as good skill builds. It also prevents a randomly leveled up officer being the flagship officer.
The downsides to both of these suggestions of course, is railroading players into doing something they may not want to do first. Or at all. I doubt either suggestion would get much traction.
Yes, something like this is absolutely a good idea.
For some playstyles and some players. It is not a universally good idea for all players and all playstyles. The entire skills system and overall difficulty of the game is by definition a compromise. It can't be all things to all players. So if you tell me that the way I've played some campaigns and had fun is absolutely the wrong way to play or the wrong difficulty, I'm going to have to disagree. Admittedly, my having fun likely has different requirements than a brand new player playing the game. By the same token, the requirements for having fun for that same player after a month of play time might also be different.
I am more than capable of doing self-imposed challenges to increase my difficulty. If the assumption is many players are unwilling to explore the parameter space of skills, are the majority going to do self-imposed challenges, or simply consider the game too easy at the end? What level of difficulty is the right one to pick for the default version of the game? It is really hard to say as single veteran player. Which is why I'm interested in players opinions on the difficulty of the game, especially new players.
My personal favorite version of this is the 'flag captain' notion, where your combat skills are just whatever officer is assigned to your flagship. Interestingly, there is a mod that actually implements something like this; there's a pair of special ships you can acquire in the Secrets of the Frontier mod that have an integrated AI core, but don't count as automated ships; you can set one of them as your flagship, and in battle it uses the AI core's skills rather than yours.
I've seen the suggestion, but you I disagree that such a change is absolutely better, and doesn't have downsides. There are compromises that need to be made to make it work given the current game balance. So what are the compromises and changes you'd make along with this? Or as I asked, do consider the game too hard right now and need the increase in power that just a straight addition of this would add? There are completely self-consistent and valid arguments to be made for this change. However, self-consistent and valid arguments can be made against it just as well, simply because different people value different things.
I assume your suggestion would not simply slap this ability on top of the current skill system and call it a day, given that leads to things like nine level 6 officers with 3 elite skills with a player piloted triple s-mod Radiant (with elite Missile Specialization and Elite Systems Expertise?) backed up by Combat Drills, Coordinated Maneuvers, Crew Training, Electronic Warfare, Flux Regulation, Phase Coil Tuning. Essentially a 6 combat, 7 Leadership, 8 Technology build. That strikes me as significantly more powerful than what I can do right now, with an entire 2 extra capstone talents. I could also replace the Radiant with the Ziggurat if I preferred to skip Automated ships and grab Industry 5 instead of Tech 8. Or maybe an Onslaught if I'm being old school.
Or perhaps you would, and simply increase the difficulty of the base game to account for the effective level 21 possible? Or do you allow only 2 non-combat capstones to reign in the possible synergies? Reduce the power of skills overall? Or something I haven't thought of that elegantly reigns in power?
Don't just consider the impacts on the new player learning to play, but how does it impact the new player who can't (perhaps due to physical limitations) or doesn't want to pilot. How does it impact the grizzled veteran interested in exploring a different way to play? Perhaps those should take a back seat to the typical new player experience, but I'd suggest they should at least be acknowledged, even if in the end you argue they are lesser impacts worth accepting.