The Captain, which is essentially your avatar (and a character that cannot be killed, even if your ship is destroyed) is persistent throughout your game, and is the character that receives all the medals and awards. The upgrading system is very different from the other Officers, in that you have multiple levels of ranking up, and you don't use XP to upgrade, it automatically upgrades you as you surpass a certain XP level. With every ranking up, you get one point to choose a skill. You start with one point as a newbie captain.
Damn, that is a lot of skills to think over. Combined with all those officer skills you posted, its a lot of combinations
So in theory you can have 5 ships in battle at once, right? If you had 3 warships and 2 support ships?
Just a little nitpick- for the captain ranks it should be 1st, 2nd, 3rd, 4th, 5th. Maxing leadership with your first 3 points seems like the optimal choice, although it locks you out of having a complete set of skills. Getting two leadership points, then warship/capital ship/battleship commander, tactical advantage 1 + 2, support ship 1 + 2, and unit cohesion or wolf pack commander is probably the ultimate skill set for a FLEET ADMIRAL(caps required). I'm tempted to go for the five ship dream with fleet commander 1 + 2 and support ship 1 + 2, despite how much micromanaging I would have to do. Entering a battlefield as a tightly grouped "wolf pack" (with unit cohesion) would look really, really cool. The insignias look amazing.
Can the Helmsman Specialist: Initiative get stacked with this Captain's Tactical Advantage? They both affect initiative. In theory you could have 8 points of initiative bonus with them combined.
I'm undecided about those "Leadership" skills. Sure they give you an early boost, but towards the endgame they are useless - once you have maxed your experience level, then anything you do effectively does not give you any experience at all, and so they are useless. I think my preference would be for as few ships as possible, so Tactical Advantage would be my first two, then Warship/Capital Ship Commander, Unit Cohesion, then Fleet Commander. At this point I could have a pair of Class VII cruisers with unit cohesion. The follow up with the two support ships, and finish with whatever takes my fancy. Given that I am not interested in leadership of a clan, that really only leaves leadership, so getting two of those first may be the only way to go. [P.S. Vesuvius. I take it the second ship you can take personally at Capital Ship Commander is a Class VIII Heavy Cruiser, Not a Class VIIII (thereby being equivalent to a Class IX)]
Fixed that little error, thanks Coser. * Take note all that not everyone is going to rank up past the higher tier Captains' ranks -- getting that much XP will be tough. Most players should plateau around Destroyer/Light Cruiser, peaking around 8000XP. As any player you should be rather conservative on how you spend your points, and not expect that you're going to rank up to top level.
OK. Thanks for the clarification. Leadership 1-3, then Tactical advantage 1 + 2, Warship commander, Capital Ship Commander, Unit Cohesion, then finally Fleet Commander are what I am going to aim for then. [Oh darn, just realised that still means getting to level 9. But not really that concerned if it gets too hard to get past tactical advantage 2. Any fleet still needs good, tactical captains of smaller vessels, not everyone can command the fleet's flagship.]
Another thought. If I get all the way to the top (Or if I get fleet commander earlier) can I get the ship (and Crew) I started with? I think that would be so enjoyable, like an admiral still having a soft spot for the crew he used to work with.
Indeed the officers that you have with the ship stay with the ship, so that roster of ships you have built up will always have the officers you upgraded with them. Over time, most players will have dozens of ships on their roster, with all kinds of officers that they dabbled with.
No contest. Slaughter + Slaughter + Elite Marines + Rally = Much mirth on boarding parties [or should that be "Boarding Keggers!]
If I play Sol, I'm not someone who will grind to the top. So I'm aiming for the 3000xp mark to get a destroyer. That's 3 captain points which will go to the destroyer prerequisite and tactical advantage 2.
Sorry Kuwanger, but I don't know anyone who would seriously admit to playing to lose. And while your choice is a valid one, I personally don't believe that is the only method to 'win' the game. Obviously fleet captain is a valid choice, or it wouldn't be there. And personally, I prefer a bit of Leadership, tactical advantage, and splitting the size of vessel with number of vessels by going Capital Ship Commander and Fleet Commander I so I can use two class VII or one VIII and one VII. It should also be possible to 'win' using none of the size or number upgrades. Taking all the leadership skills will make it a lot easier to level up, Tactical advantage should give you the edge in combat, god forbid you use it with a class III or lower vessel - I suspect it would pretty much guarantee you go first every time. But I'm fine with people who go your route. It seems unlikely that either side would be victorious without at least one dreadnaught on side. It's just that I hope that the game will not be possible with nothing but dreadnaughts on board. Vesuvius, What happens at the end of a 'round' when the server declares a side victorious? Does it mean someone like Kuwanger will get the ability to save up and get a dreadnaught straight off on the next server, or the next 'round'? I presume that the crews get wiped, so I believe he could be at a disadvantage in the early stages saving experience to get the skills and dreadnaught he wants as someone with a smaller ship with fully trained officers could be more effective in these circumstances.
It seems like even if the ship remains after the server closes, you have to grind your captain skill again to use your dreadnaught.