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“Get a move on!” (update idea)


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I would love to see some sort of rank system in the game for your colony. So I give you “get a move on!” Update. The update will consist of 

a new dupe tree called rank. 
dupe roles that influence other dupes, emotional traits and finally new buildings that give dupes moral land make them work harder 

before all of this this is a choice for your colony. The whole roles begin when you pick a leader. There are positives to this but also negatives so it’s a choice 

 

the rank tree will have basic roles already unlocked like: leader, commander, manager and worker then slowly as the colony progresses either through milestones or certain cycles more roles on the tree unlocks 

this is the role tree

Roles:

leader - grand leader - universal leader 

The leader role allowed for a certain dupe to become leader at your choice. He increases the dupes moral and gives them amazing traits that make them work faster and effectively by either working with them or completing milestones. He influences commanders by giving them orders (only if the leader can get to them). If the leader is not on the same planet as other dupes the dupes moral can go down and for long durations can go down to worrying or even paralyzed dupes that make them not work fully 

commander - general - grand general 

commanders are dupes that are selected by the leader and become commanders that make mangers and workers work faster and efficiently and also reassure dupes that are not on the same planet as a leader that the leader is fine so the dupes don’t get the worried trait but also don’t gain any good traits due to the leader not being with them. The commanders don’t work as hard as a worker dupe but gives dupes traits that make them work harder and faster if the player makes them do that. If leaders can contact them then they double their work 

Manager - general manger - group leader

managers are selected by the player and influence workers to work harder and faster. You can assign about 3-5 dupes to a manger and all of them work on a specific test or work faster due to the manager. The manger also does not work as hard as a worker  

worker - hard worker - professional worker  

the worker is automatically assigned to all dupes at the beginning and each time you unlock a rank on the new skill tree it makes them work harder and faster until you hit professional worker that makes them use less resources on a building and makes them faster for the dupes to use 

Traits 

Milestone party- after a leader has completed a milestone all dupes gain this trait that allows them to celebrate in their free time 

managed- a manager has made them work more 

joyful- a leader has spoken to them and made them happy 

influenced- a commander or has talked to them 

commanded- a commander has made dupes work harder but this increases their stress 

worried - if a commander has not reassured a dupe in 5-10 days that the leader is ok then dupes have a short duration of time before they become scared 

Scared - dupes are scared for their leader and no commander is there to reassure them and this gives dupes negative traits 

paralyzed - if the leader dies then the dupes become paralyzed with fear making them not able to work and make them cry also all the ranks reset

New building 

the Antenna: allows commanders to communicate with the leader off world 

Poster printer: prints posters to boost moral

speakers: speakers are connected to a terminal that are used by commanders and managers that make dupes work faster 

 

This idea will be a fun way to have management with dupes and give them cool new hats 

I hope you all like it as well and don’t be afraid to comment 

An interesting concept. I think a bit too complicated but has potential. I don`t think we need the leader but managers could be a skill in the skill tree. Like a lvl 1 manager could give out task lists at the beginning of a cycle or put them on a job board for dupes to pick up (it could use the old jobs board item). Dupes that pick up a task list get a bonus move speed and work speed for the next 5 tasks or maybe an amount of time based on the skill level. The manager would spend some time preparing task lists and then do regular dupe work (he could get the bonus from the task list as well).

A lvl 2 manager could use a loudspeaker system to make nearby workers more effective. Loudspeakers would be manual - require the dupe to operate it (only used if dupes work nearby) or electric allowing the dupe to inspire others from afar or even from a different planetoid. The effect would give a large workspeed bonus but cause stress so there would be a tradeoff.

The lvl 3 manager would no longer cause stress when inspiring.

 

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