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Amazing Traits!


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3 hours ago, RonEmpire said:

Sure,  then it should be a negative trait right?  Why +3 cooking skills  right?

This.  Having a skill bonus for a skill the dupe can't/won't due is pure stupidness.  Wish the generator would re-roll these combos.

1 hour ago, Xyer said:

Tagging on this post, what does everyone think is the most important attribute or trait to look for in the starting 3 and subsequent duplicants?

Diver's Lungs is always great for early game.  If all 3 of your starters have it, your 4th Dupe could basically be free if it also has Diver's Lungs.  4 DL Dupes breathe the same amount of O2 as 3 normal Dupes.

That's the only trait that really strikes me as an early game "pick me" Trait.  Many of the extra stat ones are good, but they are good all the time, not just early game.  I guess Uncultured is more useful early, as any change in Decor is more effective on that Dupe than the others, but I don't think that really qualifies, personally.

2 hours ago, Xyer said:

Tagging on this post, what does everyone think is the most important attribute or trait to look for in the starting 3 and subsequent duplicants?

Learning.... hands down it is the single most important stat in game for a dupe, as it affects the rate at which they learn every single other skill.

Starting with 3 dupes that have +7/+8/+9 learning means they chew through the "training" of other jobs.

Strength can also be pretty important as it affects how much the dupes can carry at once and can *only* be increased via the gofer job. (or maybe groundskeeper, i forget which).

I agree with learning and strength.  I specifically try to get dupes that have something in those categories when I start out.  At a certain point learning doesn't matter as much since I stop promoting them because of morale requirements, but I still like the stat early because I can cross train my dupes fairly quickly so a small number can handle everything.

This is still happening? Wow.

Anyway, I spotted a dupe in the pod that was anemic with +1 athletics. ( Or some other oddity ) that resulted in it being a non-issue rather than a non-starter.

13 hours ago, RonEmpire said:

cantcook.png

...She obviously takes, but doesn't want to give when it comes to food. She'll hold her breath till she gets what she wants, but be darned, she won't fight about it. Happy to dig her own grave, build her own tombstone, etc.

This is a kind of dupe I could put up with late game - I would be picky about the interests...

One thing I haven't seen is an interest that conflicts with a phobia. I have seen all manner of skill in levels in traits attached to contrary phobias.

I'll take people that can't dig, and cook, or yokels ( some of my favorites actually ) - but I won't deal with the flatulent, mouth breather. There are a few undesirable traits that can be overlooked given the right interests or pre-existing skills.

Gourmet is a fairly benign trait given the way jobs titles ultimately lead to much more demanding morale and food service - I haven taken on a gourmet chef with a rolled +5 cooking, etc. They just consider an omelet or a mushroom to be grizzly I suppose.

I think she was spoiled as a child and now feels stuck up and privileged.

In my colony, the only permitable food she'd be allowed would be Fried Mush Bar.  She can watch everyone else eat their BBQ, Stuffed Berry and Pincha Bread, while she contemplates her stuck up attitudes.  If someone wants decent food, they should at least by willing to try cooking it.

i actually like the randomness of those thing( i will avoid it personally)it give off a fallout char making feeling(not played fallout 3-4-vega tho)
you can have people of internal conflict .(you could roll a char with melee attack increase but pick trait with small frame (lower str)

ONI also seem to follow the same rules of negative trait give more skill early
since I will run the base ling those bonus will not be useful ,but some player might like to have fast game and restart again ...strong early skill should be useful for them.

back to topic:I feel they should add second layer of task independent of the primary task
e.g. catalina is a great cooking+10 dupe but she cannot cook.
The game should have a way to make use of the attribute other then cooking alone(It seem old day hamster wheel effect and athletics is related)
Tho if catalina cannot cook ,she could use her cooking skill else where : a class room teach other ppl to cook for her
or making medicine better(+N% of effect etc) since brewing medicine is something like cooking(especially true from what we have in ONI now)
we could also have a new building making critter food that use cooking skill and it super logical to make pet food in industry level rather just throw raw food at them...due to how many ranching involved in the game.

If you got dig bonus but cannot dig,you should at least get a improved deconstruction speed.

On ‎1‎/‎21‎/‎2019 at 1:52 AM, The Plum Gate said:

This is still happening? Wow.

Anyway, I spotted a dupe in the pod that was anemic with +1 athletics. ( Or some other oddity ) that resulted in it being a non-issue rather than a non-starter.


While it seems like a "non-issue"  at the start of the dupes life.   the negative athletics impacts the cap limit near late game when dupes can't level any more skill points .  So you will be less overall.   positive or negative traits are + and -  to the cap limit.  starting values are just a head start in the leveling process.  

Dupes with "Buff" trait   is +3 to the cap.   While it seems like Buff showing +3 in his starting stat and you pick a guy that rolled +3 str.  they're not the same technically, they might be the same at the start-  but late game    the Buff trait gives you an additional 3 to the max skill points.

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