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Room idea: Classroom


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Thinking about what I would love to be added to the game from here, it dawned on me how rewarding a classroom would be.

Benefits.

  • Dupes with experience in the teaching job can quickly skill up other dupes in jobs they are proficient in. This would allow for new dupes to be quickly trained so that they can begin caring for critters, or operating exosuits in much less time than it takes now.

Thoughts on design. 

  • Teaching would require a classroom, with desks and a whiteboard, or personal computers and a projector that requires power if this is better suited for mid-game. 
  • Teaching could be limited in multiple ways, by the amount of experience the teacher has in the job, by the amount of experience the teacher is at teaching, by the moral of the student, by the learning trait of the student, there are many options.
  • Late game, the room could be used by returned astronauts to give presentations about their exploration, or perhaps a general lecture could increase the learning trait of all the students for a cycle.

Much like the med bay, this room wouldn't have much purpose in the late game, however, for the sake of making new dupes ready to help groom my critters, I think it would be a great addition!

If this has been covered in a previous post please link it to me, I'd love to read the discussion there!

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8 hours ago, Zazeh said:

Much like the med bay, this room wouldn't have much purpose in the late game, however, for the sake of making new dupes ready to help groom my critters, I think it would be a great addition!

We could use data banks and tenured scientists to craft tune-up chips that could improve geysers, machines output

2 hours ago, camelot said:

We could use data banks and tenured scientists to craft tune-up chips that could improve geysers, machines output

Actually. A way to improve permanently the geyser output with the same way we improve generators would be nice. Requiring the highest level of scientist and a rare resource from space to make all our geysers the best in their category. It would require to balance every geyser maximum output but would reduce randomness of maps just a bit. And possibly make every type of geyser usefull with a bit of tweaking.

I approve !

Edit : And I must say the classroom idea is pretty nice. I'd like to have it included in the game really.

12 hours ago, Zazeh said:

Dupes with experience in the teaching job can quickly skill up other dupes in jobs they are proficient in. This would allow for new dupes to be quickly trained so that they can begin caring for critters

I dislike the idea of an accelerated job learning, but I would really love this feature to increase the skills of duplicants.

(Would love if we could set jobs like research projects. 

Let us set a duplicant so he will chance his job till he reaches the specified one.

=> A new duplicant could be set to become a rancher and will start as farmhand and swap when the current job is mastered.)

 

1 hour ago, Christophlette said:

A way to improve permanently the geyser output with the same way we improve generators

I like the idea of a time based buff (/tune up), but it shouln´t be permanently.

One of the things I want for a long time now is a way to deal with "unused" databanks, so this could be a solution.

 

12 minutes ago, Lilalaunekuh said:

I dislike the idea of an accelerated job learning, but I would really love this feature to increase the skills of duplicants.

I second this. Skills would be better. But I can see jobs being nice too. When you have a new duplicants and you want it to be an astronaut, it's a very long way to go. It could speed that process too.

 

13 minutes ago, Lilalaunekuh said:

I like the idea of a time based buff (/tune up), but it shouln´t be permanently.

Why not permanently if it's expensive enough ? Data banks are quite expansive. And you could had some space materials to this. It would give an objective in the long term to improve the sustainability of your base. And maybe we could make use of the CO2 and PO2 geysers for more than a slickster or a puft per geyser...

But I see what you meant by not permanently. You want a perpetual flow and resource sink for databanks. And I want a long but not infinite sink to them. Opinions ^^

9 minutes ago, Christophlette said:

Why not permanently if it's expensive enough ? Data banks are quite expansive. It would give an objective in the long term to improve the sustainability of your base.

A "do it once and forget it" solution is not really a long term objective and doesn´t add much gameplay-wise.

(If you want to go down that rabbit hole it´s more about rebalancing the range of possible outputs than adding a buff mechanic to the (late) game.)

 

But my concern is more that I don´t like the idea of creating similair and always useful outputs for every geyser (even if it would cost some effort).

The randomness of  geyser outputs should encourage new/different solutions and duplicant access to perform a tune up task with everything going along with it would create new challenges/builds.

19 minutes ago, Lilalaunekuh said:

A "do it once and forget it" solution is not really a long term objective and doesn´t add much gameplay-wise.

I clearly disagree on this point. And I really don't see how you can affirm that king of thing.

Plus, I didn't say it should require 10 databanks to reach maximum output. I was thinking more of a 10 databanks + space resources for a 1% increase in output until you reach 100%. And of course a dupe should go there to apply the permanent buff.

 

22 minutes ago, Lilalaunekuh said:

But my concern is more that I don´t like the idea of creating similair and always useful outputs for every geyser

Similair I don't see how. A CO2 geyser is still a CO2 geyser. It won't change the type of the geyser. And useful... Well... I would like every geyser to be useful. And not being disappointed when I see I will be able to feed a single puft with a PO2 geyser.

 

24 minutes ago, Lilalaunekuh said:

The randomness of  geyser outputs should encourage new/different solutions and duplicant access to perform a tune up task with everything going along with it would create new challenges/builds.

The randomness is still there on the type. But you would be able to improve the output rate of a poor rolled geyser into a good one with time and investment.

11 minutes ago, Christophlette said:
36 minutes ago, Lilalaunekuh said:

A "do it once and forget it" solution is not really a long term objective and doesn´t add much gameplay-wise.

I clearly disagree on this point. And I really don't see how you can affirm that king of thing.

Plus, I didn't say it should require 10 databanks to reach maximum output. I was thinking more of a 10 databanks + space resources for a 1% increase in output until you reach 100%. And of course a dupe should go there to apply the permanent buff.

Sure it can be an long term objective to tune your geysers, but I think it´s more about the existence of "useless" geysers (output-wise).

So the first part is something that was a bit to restrictive, but still standing 100% behind the second part.

 

16 minutes ago, Christophlette said:
41 minutes ago, Lilalaunekuh said:

But my concern is more that I don´t like the idea of creating similair and always useful outputs for every geyser

Similair I don't see how. A CO2 geyser is still a CO2 geyser. It won't change the type of the geyser. And useful... Well... I would like every geyser to be useful. And not being disappointed when I see I will be able to feed a single puft with a PO2 geyser.

I do totally agree that every geyser should be useful, but not all geysers should require the same builds.

(Different storage areas based on the dormancy duration; different temperature management based on the emission rate ...)

But if a tune up would raise every geyser to the same specific limit it would make every late game build similair.

 

It wouldn´t be a bad mechanic if the limits would be varying (maybe based on the geyser location like the average output is currently).

 

Farm and power control stations create different build because of the need for duplicant acces, so having something similair for geysers would add more gameplay-wise.

What would be the differnce between a good geyser and a tuned geyser ? (You will use the same builds.)

1 hour ago, Lilalaunekuh said:

I do totally agree that every geyser should be useful, but not all geysers should require the same builds.

(Different storage areas based on the dormancy duration; different temperature management based on the emission rate ...)

But if a tune up would raise every geyser to the same specific limit it would make every late game build similair.

By the time you get large amount of databank from space, you should not have any major problem with manage those things (storage, temperature) from geysers that have 100-150% increase in output. Beside, Klei should apply diminishing returns law to tuning up things, so increasing one geyser output by 400% won't happen. Basically:

  • The number of databank is limited.
  • The maximum number of tune-ups could be 300.
  • Each first 3 tune-up increase the outputs by 1.5%. The next 3 increase 1.2%...

So depends on the play style, players have to think carefully about which geyser(s) and how many times they should tune-up. Randomness is still there, some geysers still incredibly useful and some still utterly useless

3 hours ago, camelot said:

By the time you get large amount of databank from space, you should not have any major problem with manage those things

It´s not about creating problems to solve, it´s about not having a "perfect" layout that could be applied to every geyser of a specific type.

(Emission rate for a volcano result in the ouput solidifying in an adjacent tile ...)

 

3 hours ago, camelot said:

Basically:

  • The number of databank is limited.

If databanks would be limited that would solve a couple things.

You have to make decisions about which geyser you want to improve.

=>There would be a difference between the rebalancing of useless geyser outputs and a (finite) tune up feature.

19 hours ago, Lilalaunekuh said:

If databanks would be limited that would solve a couple things.

You have to make decisions about which geyser you want to improve.

=>There would be a difference between the rebalancing of useless geyser outputs and a (finite) tune up feature.

I don't like the idea of a thing being finite. And I'm sure people that wants chlorine and wolframite to be renewable agree with that.

If a thing was to be added in the game, I hope it will not be a choice between which geyser to improve. Because we all know we would choose that cold PH2O geyser or that cool steam vent that outputs tons of water. Not that poor CO2 vent in the corner of the map.

5 hours ago, Christophlette said:

 

If a thing was to be added in the game, I hope it will not be a choice between which geyser to improve. Because we all know we would choose that cold PO2 geyser or that cool steam vent that outputs tons of water. Not that poor CO2 vent in the corner of the map.

If diminishing returns were applied then at some point the ROI for improving slush geysers will become too low and you will look for others geysers.

2 hours ago, camelot said:

If diminishing returns were applied then at some point the ROI for improving slush geysers will become too low and you will look for others geysers.

I'd still go with PH2O geyser then cool steam vents.

It's maybe only me but I don't like the fact that you have to make choices between two things and be forbid the one I didn't chose.

I largely prefer when you have to make the choice and then if you want the second one then you have an increased difficulty to do it. It doesn't block anything from you and it adds challenge if you want to do both.

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