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Suggestion /s? for the Job System.


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  1. 1. So do you like the idea?

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Note to dev's: Second time writing this, i got logged out for how long it took me to type it and go over it making sure it was what i intended.

Ive been playing on and off, and the main issue issue i am having is with Jobs.

To be more specific the Delivery Job.

From this point on will be a explanation of the issues i am having, and a possible solution, any examples i give are meant to explain, not guide (aka. W/e i say in a example is not how i play, or suggest anyone play)

 

Okay Lets Start of explaining the issue with a example.

You have Dupes A, B, and C.

A is meant to do the cooking, B is meant to do the Building, and C is meant to do the Researching.

Each of theses jobs need materials to be Delivered, and each job is needed.

Now lets say you have 2 cooking stations, 2 rooms being built, and both the Research table and computer.

If you leave the priorities as they stand, in most cases the building will be delivered to first, then its a coin flip for the other two.

So lets say you prioritize, you need food the most so you put it to 7, building is need for stuff, so you put that too 6, and finally research is at 5.

Now you have the issue that 2 of them are delivering to the food stations, and one is cooking, and no progress anywhere else is being made, same thing happens with any other order yo do it.

 

So how do you solve this?

Adding in a segment in the Dupe's info area called "Job Priorities" in this tab you are able to customize not only the priorities for delivery but other jobs that take advantage of having their own priorities, making it so that things happen more efficiently.

 

Also as a side note, i saw a idea in the forums some where for a day and night shift for dupes, i completely supports this.

I think as a general rule, including a tab to designate responsibilities would be awesome.

Have one dupe in charge of making sure my coal generators are stocked.

Have another dupe make sure all the air filters have sand. etc. 

 

Also assigning different wheels to different dupes so I have a dupe at different wheels powering different parts of the base instead of sitting on one system. 


Also: A better system for assigning dupes to manage far-off places, when mining becomes very time consuming later on. 

I think part of the game is building the base so the dupes already know that . if your playing in the thermal update you have doors that can bar a specific dupes passage in one or both ways. and you have clothes for bad environments to help protect them. and minimize who does what when you have the population. the game is mostly automated but it leaves it to you to help build the entire plan. I have a 490 day base going with 23 dupes

learning is for a lot more than research it increases the dupes experience with each skill they do

strength is for carrying so only mark high strength people with delivery and sweep tasks. strength never raises so take advantage of any high strength dupe you can. if you have a few don't let anyone else have to take 5 trips what they could do in one just don't have them on those tasks

tinkering and  athletics raise fairly fast so don't take dupes for that reason alone having it is not bad its just there are better things

you only need one artist 2 if your spamming

you don't need a cook skill for them to cook. you don't need mush bars to survive there great for backup if you have a nice garden its only eating energy and resources. having the food storage set to 9 along with message table they will gather food that drops on its own

 

8 hours ago, heckubis said:

I think part of the game is building the base so the dupes already know that . if your playing in the thermal update you have doors that can bar a specific dupes passage in one or both ways. and you have clothes for bad environments to help protect them. and minimize who does what when you have the population. the game is mostly automated but it leaves it to you to help build the entire plan. I have a 490 day base going with 23 dupes

learning is for a lot more than research it increases the dupes experience with each skill they do

strength is for carrying so only mark high strength people with delivery and sweep tasks. strength never raises so take advantage of any high strength dupe you can. if you have a few don't let anyone else have to take 5 trips what they could do in one just don't have them on those tasks

tinkering and  athletics raise fairly fast so don't take dupes for that reason alone having it is not bad its just there are better things

you only need one artist 2 if your spamming

you don't need a cook skill for them to cook. you don't need mush bars to survive there great for backup if you have a nice garden its only eating energy and resources. having the food storage set to 9 along with message table they will gather food that drops on its own

 

Thanks for the input, all of that is good to know.

The main reason i suggested it, is that when i play i would like things to be done in a certain order, but the priority system only takes it so far.

unless you take the time to set, reset, and reset the priorities with every thing that changes.

but that causes the issue, of being so focus on changing the priorities all the time, that i miss things, like a trapped dupe, or running low on food.

For me I think we need a system to directly order a dupe to do something, like "build the wall","keep the super computer full"

 

And dupes should not stop their work (espeicially like taking a shower) until it is ended, or the order calls.

On 3/24/2017 at 4:17 PM, Yokhen said:

But there is, just super broad.

That's what I'm saying though. 

They're too broad. 

if I had 2 jobs I wanted to get done (say... take all of the bleach stones from a container inside my base to a container outside my base, and to have someone sweep the clutter from my main basee into containers because my dupes are getting stressed) there's no way to designate "you specifically take care of this job today, and you specifically take care of that job"

More tools for micromanagement is what I'm trying to argue for, because the priority system only kind of works when handling stuff like this. 

And as far as dealing with clutter and moving materials around, there's a lot to be desired from my experience. 

On 3/24/2017 at 4:06 PM, heckubis said:

you don't need a cook skill for them to cook. you don't need mush bars to survive there great for backup if you have a nice garden its only eating energy and resources. having the food storage set to 9 along with message table they will gather food that drops on its own

 

Ooh, I'll have to try this. Never thought about that.

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