It’s been bothering me for a while, and now since I’ve actually registered it’s time to spill it.
Training mechanics in this game need fixing.
I’m not going to go into details about the actual caps being uneven. I am still stating that this part needs to be dealt with, it’s just not the oversight I’m talking about here. And no, the study doesn’t make it all right. Your study doesn’t zail the zee with you, and your officers don’t require you to hunt for items, or to get rid of items.
What I’m nagging here about is the relation between the current stats, the base stats and the caps.
You (Yes, you! Not not you, the other you!) ever noticed how the stat raising feedback, more often then not, is displaying a different number than the one used in cap checking? That’s because it’s showing your BASE stat value. The one YOU have as a captain. What bothers me is that the cap checking itself isn’t using that same value.
The results are unpleasantly exploitable. You can go above the cap if you downgrade a stat (for example with a bridge equipment or a ship type), and you get penalised for having stat bonuses that are hard to remove before training your captain to that stat’s cap. (Primarily it’s upgrading ship without maxing iron). That’s just wrong. It degrades the gameplay and it has no realism behind it either.
"Sorry captain, I can’t train you further. Your ship is too good. You need smaller ship so that we could wrestle properly."
"Sorry captain, I can’t train you further. Your navigator is too good. And he’s looking at me funny. Now if you would let him just hang around the cabin for an hour that’d be a different matter."
"Sorry captain, I can’t train you further. Your ship’s light is too bright. Waddaya mean we’re in London away from the ship and the light hasn’t been turned on for weeks? Who cares? It’s still too bright! Why don’t you go all the way back to the ship to stuff that light into the cargo hold so that we could continue?"
"Hey! Don’t do that! I need that turned-off light on the bridge, to teach the captain how to sneak around London properly."
Has my crew gone insane while I wasn’t looking?
Anyway, if you would code a way for the game to check for the BASE stat while raising it, all those bonuses and penalties would actually become a lot more meaningful, not to mention the fact that the game is a lot more comfortable for a lot of us to play when our compulsions aren’t making us second-guess every ship upgrade.
Those bonuses are meant to be the factors that are there from circumstances, NOT related to your captains abilities. If a ship is giving you a bonus to your iron it’s supposed to keep giving it to you after you’ve reached the limits of your training, not stop you from getting the training.
Same goes for the equipment and the crew, they aren’t part of who you are and what YOU can do, they are supposed to work ON TOP of that without any ridiculous swapping or without letting you squeeze in just a bit more hearts because some mechanic is looking scary AND he is currently appointed as a mechanic.
You can get a good reasoning behind SOME of these actions (for example a big ship CAN serve as a good source of practice when it comes to sneaking) but most of the time it’s just unrealistic nonsense that is getting both in the way of "immersion" and in the way of "game enjoyment".