Im assuming that slipped cory's mind when he made the help section. Good job. You just earned your first exalt
Cory, was this changed or is officer bonuses still based on your lv when you hired them as well as the ratings of the planet you hired them on? If so, what do you look for when hiring an officer in a wilderness zone?
I think you should put the ability of the officer (give it a number like 20 or 50) when you hire them as well as when you have them. It'll make it much less confusing for the player to decide which officer is better where and when should the officer be re-recruited. Or just have officer bonuses based on your current lv, regardless on when you hired them, which would be much easier and simpler.
Last Edit: Apr 10, 2013 22:27:32 GMT -5 by starfixer
If this mechanic still exists, I don't know if we need to alter the display, but I think it should be simplified; basing the officer characteristics on planet stats just makes the game unnecessarily tedious in my opinion; officers you want are already rare enough, to worry about which planet to pick them up on seems plain hateful. There is also the major trouble with there being no information about how the officers gain xp; doea a level1 purchased officer with 15000 turn officer function better than one bought at level 50
I like the idea of officers leveling. I do not like the idea off needibg to repurchase officers every level or two, or pay attention to the precise planet they come from. to me it cheapens the experience of getting a good offiver early on, knowing they are obsolete in about ten minutes. what would be the point of buying an officer below level 5?
if the mechanic is still in place. really hope it isnt and I don't need to worry about ANOTHER micromanagement feature. Although, it would totally explain a lot of the diffs between my captains late game successes (or failures).
I couldn't tell if cory's intended meaning was level and frozen on buy, level + turns owned, or if it baswd on # of game turns + planet. I shall stop posting and just lurk for cory's eeply.... and try to figure out a better text input method. Built in keyboard/speech/handwriting wor ks great everywhere but on here.
Cory, I'm not asking for everything to be changed. Maybe you can keep it so that the planet still affects the officer bonuses but your lv while you have him matters, not just when you got him. This would prevent players from having to rehire officers constantly to get maximum benifit. Or you can keep it so that your lv when you got the officer matters but notthe planet. So although you have to rehire officers you don't need to worry about the planet when you hire or rehire them. Or you can have the "power" of the officer shown as a number. The power would be based on what affects the officer currently, which is planet and lv when obtaining him and how long you had him. This way people don't have to guess how good or powerful their officer is and can see when finding an officer how powerful he is. But please change something because the mechanic for officer strength right now is way to complex for the average player.
If it still is in place (since other things in that thread have gone bye bye I'm hoping this has too) all we need to know is which of the four. Factors(turns, turns owned, planet stats, player level) play the largest role and if there are any boundary conditions that are notable (like 10000 turns of partnership is > 50 player levels). As you've mentioned, a simple rating for officers would do but given the pattern of hideously complicated mechanics, I'd be willing to put money on officers having more than 1 stat.
I'll do some testing if Cory doesn't respond before I get focused enough to do so. Any suggestions on what officer/ability to test? Right now I'm leaning towards mechanic (# of broken sails per 1000 turns seems fairly constant based on wisdom and level, but I haven't tried to figure out the function) or one of the contract pay bonuses unless someone has a better idea. I have had some iffy results with planet danger rating and wilderness officers that could just be my imagination, so far.
So no word of god on the level of officers? I did notice they cost so much more later in the game.
Down payment for officers is more or less based on how many credits you have. However, after the initial cost, all officers take 2% of your profit no matter how many credits you have or turns you've played.