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Training room suggestion


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Issues:

  • When you print dupes late game they are painfully slow and can't carry a thing. It takes a long long while to train them.
  • It is theoretically possible for dupe to end up without work for some time (especially late game with full automation).
  • There is no real 'medical' jobs and 'medical tech' branch is relatively empty.

Solution:

Training machinery and training rooms.

Suggestion/idea itself:

1. Training tools rack (tier 1 tech).

  • Dupe can pick up needed tool and train specific stat like weights for strength, ring or carpets for athletics, toys for care, toy-cubes for operate, pencils for research e t c.
  • Training can be performed to gain experience boost to specific stat, so dupe gains stat (aka strength, athletics) faster, but in exchange wastes more stamina, calories and oxygen during training.
  • Tool rack shouldn't be usefull past certain gain (for example stop at 5 strength, or provides diminishing returns), may be even limited to certain stats (for example you can't train learning: you need light to read or experiment).
  • Fun animations. Example: weak dupe tries to lift have weight and fails, medium dupe lifts, but sways around and falls, strong dupe lifts weights and glows with pride. Low creativity dupe tries to build something from clay and it crumbles to dust before his eyes, eyes become watery.
  • During training oxygen and calorie consumption is increased
  • Can give debuffs like 'exhaustion' if overused.

2. All-in-one Electrical training machinery (2 tier tech).

  • Treadmill, books with bright light for learning, e t c.
  • Uses power.
  • Useful to gain experience in stat faster then tier 1.
  • Still has a stat limit, but not as big.
  • Can give debuff like 'muscle stain' or 'lightheaded' if overused.

3. Health care station (2 tier tech).

  • Includes diving tank, solar lump, may be some others...
  • If used couple times during 4-5 cycles can give temporary buffs, like 3 cycle long tan that makes dupe more resistant to sunburns, 3 cycle long weak diver lung variation e t c.
  • Buff can be maintained by repeating some action (like diving) once every 3 cycles.
  • Overuse can also give debuffs, like dehidration or oxygen deficiency (dupe will consume more for short period of time).

4. Room.

  • When training machinery (or rack), station, shower and massage table are placed in single room it forms a training room.
  • Regularly using any machine in training room followed by massage table and/or shower will result in 'healthy' buff that temporary increases health and immune resistance.
  • Rocketry training machine gets boosted in this room but cadet also has to use other training machinery or have a 'healthy' buff.

5. Trainer job (or Med-dupe?).

  • Can observe training in a room thus providing faster attribute grows, reduced stamina loss e t c.
  • Can increase stat limit imposed by training equipment.
  • 'Care' related job.
  • Trainer is more effective for helping to train in attributes based on their own (if dupe has high digging, he will be more helpful in training digging attribute).

6. Stimulant application and related job (3 tier tech).

  • Allows crafting stimulant packs in pharmacy station (or whatever name was).
  • 'care/trainer' job applying stimulant will result in increased benefits from training or/and removing/expanding stat limit.
  • Only works in a Training room or in health care station.
  • Stimulants can give overuse/overdose debuffs

7. Projector (3 tier tech).

  • Includes projector and desk
  • Can be used by one dupe to train another dupe in specific job
  • 'Care' dependent in case of teacher
  • 'Learning' dependent in case of student
  • Extremely 'Learning' dependent in case of student
  • Training is faster, but 1 tier below. Miner can train only apprentice miners, Tenured Scientist can train Scientist and Assistant e t c.
  • Trainer is more effective for helping to train in attributes based in jobs they like (if dupe likes digging, he will be more helpful in training strength) or based on trainer's stats.
  • Hits morale

Notes:

This is drastically different approach compared to vaccinator. Buildable, time consuming and weak/temporary instead of spawned, single use but permanent. This should be also relatively easy to balance. But I'm not sure how usefull another research branch is going to be or if something like this is really needed.

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Nice ideas. What about allowing some of the stations to be used during downtime if dupes don`t need extra morale. New dupes have low expectations so would spend more time training. Having trainers on different schedules would help as well.

I think some of the stuff should be permanent. Dupes should get permanent strength and movespeed to a certain point and beyond that the higher tier stations could give temporary boosts.

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11 hours ago, Sasza22 said:

Nice ideas. What about allowing some of the stations to be used during downtime if dupes don`t need extra morale. New dupes have low expectations so would spend more time training. Having trainers on different schedules would help as well.

I'm pretty sure priorities cover it nicely - just give training room lowest priority and they will use it. Having trainers on schedule means that when nobody is training, trainer himself is idle, or when there is emergency trainer is observing low priority training... so again, priorities as is should cover it better.

11 hours ago, Sasza22 said:

I think some of the stuff should be permanent. Dupes should get permanent strength and movespeed to a certain point and beyond that the higher tier stations could give temporary boosts.

Speeding up stat gains already results in permanents stats, but I do agree that it sounds nice to have some permanents perk gains. Perhaps instead training can be used to further improve talents/perks... Like divers lungs when treated with diving exercise long enough 'evolves' and lets dupe act without oxygen somewhat longer. 

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