Moggles Posted November 22, 2017 Share Posted November 22, 2017 If you want to enhance the profession mechanic you could add job specific clothing to the game. These could boost stats or sets of stats and encourage specialization for dupe roles. They could have room specific combo bonuses to maximize their role. For example an additional bonus for a doctor that only activates when wearing the outfit inside a med bay . Some examples off the top of my head: Lab coat: Medicine and Learning++. Decor or immunity bonus when inside a med bay. Miners gear: Digging++. Has a head lamp providing a small radius of light to improve decor in the dark tunnels. Builders gear: Construction and Strength++ comes with a lunch box with 1kg storage for eating on site. Chefs whites: Cooking++. Stress and overheating-- when in a kitchen (please add a galley/kitchen room type). Athletes gear: Stamina bonus, movement speed++ Farmers gear: Farming and Composting++. Not affected by plant decor. I've run out now. You could add some negatives to this type of clothing to make a double edged sword. Looking forward to seeing how you expand on the clothing mechanic. Link to comment https://forums.kleientertainment.com/forums/topic/84564-job-specific-stat-boosting-clothes/ Share on other sites More sharing options...
Bloxxed Posted November 23, 2017 Share Posted November 23, 2017 We need changing rooms for this to work without micromanaging who wears what. I'm thinking of a building like the exosuit checkpoint (changing rooms?) that you could stock with clothes. Link to comment https://forums.kleientertainment.com/forums/topic/84564-job-specific-stat-boosting-clothes/#findComment-977464 Share on other sites More sharing options...
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