So right now it seems like there’s a bit of a . . . semi-bit of exploitative gaming of the system going on with experienced players and crew.
Namely, that since more crew means more supply consumption, especially as players upgrade to larger ships there is an increasing need to not fully staff your vessel. Players are encouraged by this mechanic to keep their crew numbers hovering around the 51%-70% crew range, but never to attempt to max it out on say a frigate or a Dreadnought with the sole reason to attempt this being risk reduction guarding against potential crew loss on a voyage.
The player wants to avoid getting below 50% crew so they can keep their ship running at max speed, but the increased supply costs get very burdensome on larger vessels, both in the consumption (and thus cost) and in the amount of supplies they need to carry with them to keep feeding them, reducing their ability to haul cargo for trade or other purposes.
Without some kind of benefit to hitting Max Crew, the risk reduction for having it is relatively minimal on your average voyage.
So I propose two things:
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There should be some kind of benefit to getting Max Crew - likely in the form of a quality the player gains like "Fully Manned" that confers some specific benefit.
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That the "Having a cook aboard" quality does something to reduce supply consumption relative to the max crew size of a vessel. Something like a "Meal Efficiency" bonus that is like 0.1% x Max Crew size - so on the base steamer you get a 1% decrease in hunger rise, but on the Dreadnought you get a 4% decrease in hunger size (that’s on the low end of the speculative scale, but the high end where say the bonus increases because you complete a chef’s personal storyline, it could go up to a 0.25 bonus, so you get a 2.5% decrease on a steamer and a 9% decrease on a Dreadnought) - but only triggers if the crew is at least 70% manned. The logic being that the cook is preparing larger meals for the crew (relative to the potential size of it) and having a trained officer in the role rather than having some crewman do it gives a bonus to the task.
The second part of this is mostly because it seems like, aside from their standard officer bonuses, the "having a cook aboard" quality is only minimally used in the game. From what I can tell, all it does is allow for players to prepare strange catches into more palatable meals to feed the crew should they run out of supplies. This is useful, but it’s not super common and very chancy in application - they have to both run out of supplies AND have strange catches on board. It becomes more common later in the game, but will almost never occur
This only bothers me because I read in another thread that the "Having a Doctor Aboard" quality is currently not fully-implemented, as Doctors are supposed to be able to let the player use certain items (like Solace fruit) to heal wounds they may gain. Which makes me wonder what the "Cook Aboard" quality might also be missing functionality on, or what it could potentially be capable of doing.
But that leaves many questions:
What would be a suitable bonus for having Max Crew? You’re losing out on supply costs and cargo space, so what should you gain in return?
There are lots of potentials here: increased ship speed? Increased Fuel Efficiency? Increased rate of Target Acquisition? Some small bonus to all three (Like +100 speed, +5% efficiency, +5% acquisition rate)?
Should cooks have increased functionality related to their "Cook aboard quality"? Or is it fine as is?
More fundamentally: Is the guarding against crew loss potential enough of a benefit to gain max crew as is? I.E. should this concept of Max Crew benefit be disregarded?
Eager to hear other player’s thoughts.
edited by MisterGone on 2/25/2015