David Bethel
[1] Would anyone scream if there was only race type on officers and cadets ? Officers/Cadets would be none transferable so the race would be indicated by the prosition they are in.


There will be more i'm sure
Azreal (FGZ PD)
Hmmm, in theory I am OK with this. One question I have though is it possible for say, the FGZ to create Human officers? or will you be limited to creating officers by the racial designs techs you have?

Most Affs have ships that belong to different Races, The FZG have Hive,EEM and Humand design ships flying around
Sjaak
QUOTE (Azreal (FGZ PD) @ May 18 2004, 10:03 AM)
Hmmm, in theory I am OK with this. One question I have though is it possible for say, the FGZ to create Human officers? or will you be limited to creating officers by the racial designs techs you have?

Most Affs have ships that belong to different Races, The FZG have Hive,EEM and Humand design ships flying around

I think that you need Human Crews to generate Human Officers then..

And ofcourse the chance that you get one would be decreased, as they might not survive the training camps..

DMJ
QUOTE
[1] Would anyone scream if there was only race type on officers and cadets ?


Not if this makes things easier to code.


QUOTE
Officers/Cadets would be none transferable so the race would be indicated by the prosition they are in.


Okay. So officers will not be allowed to move to and from different ships, as they can now? So when you add an officer to ship, they remian there indeffinately?



Mandible
Hmm, not sure. Say I can build another race specific ship - I can automatically give them the correct Officer race? Even if I dont have the correct crew to run them. So its operating at half or quarter effective from crew, but the Officer Bonus is at full effect?

It might not be too common a problem, but I know I always used to build my own racial type ships but crew them with KAS (because they are freely available, i didnt have the BPs, the ships were for resale and I didnt want my own racial crew type being sold, etc).

If this isnt considered a major problem and if it helps programming, then Im ok with it.
ABBA
I'm in favour of the new officer rules because they add a bit more depth to the game, even if I cant see how they will limit mega-fleets. But what exactly is meant by 'non-transferable' here? Seems to be adding pointless limits back into the game.

If other unique items can have a specific race associated with them, I cant see why officers shouldn't, and be freely transferable but only give a full bonus to the approprite race-specific ship.

TonyH
CNF_PD
Fine by me.

If you really want to theres nothing to prevent you from roleplaying your officers race and doing a sa to give them race/history/profile etc as part of teh tech manual
Clay
QUOTE
If you really want to theres nothing to prevent you from roleplaying your officers race and doing a sa to give them race/history/profile etc as part of teh tech manual

I like this idea. I wouldn't want to loose the "details" for some officers as they've been around for a while. But this would be a happy medium to cover it smile.gif
DMJ
QUOTE
If you really want to theres nothing to prevent you from roleplaying your officers race and doing a sa to give them race/history/profile etc as part of teh tech manual


Good point.
Andy
No problem with it being race dependant on current affiliation
finalstryke
QUOTE (Andy @ May 19 2004, 10:55 AM)
No problem with it being race dependant on current affiliation

Based on current tech would be better, limiting things just because of the aff prefix would be a step backwards.
Clay
QUOTE
Based on current tech would be better, limiting things just because of the aff prefix would be a step backwards.

Like based on a Officer Training BluePrint, researched from a Krell Training TECH (or whatever)?
Not a bad idea, as it can mean multi-racial affs can still use all their races - assuming they've invested in the research for them all.
finalstryke
I was thinking of something a bit harder to play swapsies with.

Maybe a principle which incoprorated the entire academy process, how to teach officers, best layout for an educational facility, the learning materials etc.

Prerequisits are racial design - sota and socio-political manipulation for the race of your choice.

Once the principle is tooled in a starbase then the base can produce an academy complex for officers of the given race.

The reason why this would not just be a BP like soldier training is that the soldiers / marines etc are virtually brainwashed to follow orders, wheras you want officers to be able to think for themselves and receive a full academy training program.

GM could seed a single principle of given race type into each base that was going to get an academy?
Guest
Making officer training based on blueprints isn't really a limit - blueprints get copied multiple times fairly easily, even at a -5 penalty.

If it's going to be bigger than -5, due to requiring multiple techs or a racial principle, this is going to make it impossible for any new affs to set up from their own efforts, rather than being gifted by the GM.

What is needed is some kind of limit that works like a 'rare mineral' requirement. One possibility is using veterans. I think everybody can accumulate at least a few of those (I have, despite zero combat experience). If officers can have varied skill 'profiles', crew veterans might go through the process and make excellent 'merchant' captains, wheras Marine veterans produce more 'Naval' types - like the creation of operatives does, now.

In addition, it would need to be a longer term process. Taking note of Finalstryke's comments about it being a full training program rather than a brainwashing excercise, how about something like the research process? Each officer training complex producing training points. When enough points are accumulated; a percentage conversion, givining 10/20/30... % training to a specific officer. When the officer reaches 100%... voila! a fully-trained starcaptain.

This analogy with research could even be enhanced by 'copying' an existing officer - using an existing officer with a notable bonus in a particular skill to train a lesser bonus into officers 'copied' (or possibly just given additional training) from him.

Hope this makes sense,

TonyH
Jons
I like the idea of creating Officers from Vet's as it would give the choice of abilities (linked as the operative creation does, not that I have ever used this of course rolleyes.gif )

Anybody want to sell me some Vet's? - plse tongue.gif

Cheers
Jons - SMS
ABBA
Summarizing multiple posts/threads, and incorporating other people ideas, my proposals for changes would be, in Precis:

Introduction of 'officer academies' to produce cadets (= zero bonus officers).

Officer training complexes, to impart skills to cadets (or officer candidates created from veterans, giving particular intrinsic bonuses) in a process akin to the current research process now.

Officer combat bonuses to potentially apply to multiple ships, this 'command limit' increasing in number according to the 'seniority' of the officer. An increasing penalty for an officer commanding more than his 'command limit' in ships/hulls, so that vast fleets would be under a horrendous penalty unless they had a top-rank, hyper-skilled, 'Yamamoto/Nelson' character commanding them. Even those would have realistic penalties cutting in well before the 500 SoL/50,000 hull fleets proposed.

Seems to solve some of the potential problems sounded recently, without greatly effecting current setups. Now to set my mind to world hunger and global warming...

TonyH



Duckworth-Lewis
QUOTE (Guest @ May 20 2004, 09:46 AM)
Making officer training based on blueprints isn't really a limit - blueprints get copied multiple times fairly easily, even at a -5 penalty.

If it's going to be bigger than -5, due to requiring multiple techs or a racial principle, this is going to make it impossible for any new affs to set up from their own efforts, rather than being gifted by the GM.

Perhaps a solution to limiting the number of Academies an affiliation could (would) set-up would be to have a reduction in efficiency for of all academies for each one built - on the basis that the best teaching staff become more thinned out (ie; some of the best staff migrate to the new academy(ies))

So - for example - an affiliation could set-up a second, third or fourth academy - but all of the academies would produce/train cadets of a lower calibre than an affiliation with just the one.

Furthermore - assuming that Academies would be able to train officers further as well as create cadets in the first place - perhaps an Affiliation with a single academy could train those cadets to a greater standard (on the same lines of the teaching staff not being as good)

Possibly academies at a HQ should train/produce better officers than an affiliations second, third etc academies - but the standards would still drop for each one built.

This gives affiliations the option of going for quality over quantity, and perhaps even an option for an AFF with several lower standard academies to send their cadets to a friendly AFF (perhaps for a fee?) for a better level of training