Kasuha Posted January 31, 2018 Share Posted January 31, 2018 The speed at which duplicants move around the colony is crucial aspect of the game. I understand devs thought they move too fast, but honestly, it was just fine in my opinion. It grew with the colony and allowed duplicants to reach corners of the map before they ran out of time on their pee, hunger, or sleep cycle. There was so much running around when they were universal and there's even more of it now when they're specialized but not on complete tasks but just parts of them (with lots of tasks consisting of delivery and operation, requiring two different jobs). The way the athletics got nerfed is fine with colony within bounds of the starting biome but starts falling apart fast when building larger. If exosuits were meant to enter dangerous areas and not to be worn all day, I get it. I'm fine with them reducing the duplicant speed substantially. But then please get rid of the exosuit technician. It doesn't make sense and just draws people to micromanagement, switching duplicant jobs just to get them to certain place. If duplicant speed was competing with tube speeds, make tubes faster. If you change them to teleports, I think it will be just fine. But please let the duplicant's move speed grow with the colony size at least until they actually can start building faster means of transport. Link to comment https://forums.kleientertainment.com/forums/topic/86953-return-the-old-system-of-leveling-athletics/ Share on other sites More sharing options...
Ricordis Posted January 31, 2018 Share Posted January 31, 2018 There are so much more ways to let them travel faster than before and I like the raised difficulty in planning the base. +50% movement speed tiles, tubes and poles. I have to admit until this update I always built centralized bases but now I think I should switch to something decentralized, where various Dupes get their own "apartments" near their designated workplaces and restrooms overall the place. Link to comment https://forums.kleientertainment.com/forums/topic/86953-return-the-old-system-of-leveling-athletics/#findComment-997852 Share on other sites More sharing options...
Kasuha Posted January 31, 2018 Author Share Posted January 31, 2018 4 minutes ago, Ricordis said: I have to admit until this update I always built centralized bases but now I think I should switch to something decentralized, where various Dupes get their own "apartments" near their designated workplaces and restrooms overall the place. I was thinking about that too, but it does not work with the current game. Yes, you can build minibases for two to three duplicants all around the map and you can reassign their cots and mass tables as needed (already a lot of micromanagement, not mentioning low effectivity of such decentralized solutions) but if your mining specialist runs out of work for a second and sees a dig spot on the other end of the map, he will reserve it and take course there regardless where his bed and table are. It might work if the taks priorization was based on travel time, too. Decisions like "I would like to dig over there but I can do twice as much if I just make these two deliveries here so I will do this instead" would help with that and make decentralized bases viable. But we don't have that. Link to comment https://forums.kleientertainment.com/forums/topic/86953-return-the-old-system-of-leveling-athletics/#findComment-997858 Share on other sites More sharing options...
BlueLance Posted January 31, 2018 Share Posted January 31, 2018 48 minutes ago, Kasuha said: but if your mining specialist runs out of work for a second and sees a dig spot on the other end of the map, he will reserve it and take course there regardless where his bed and table are. A door that stops them going back to the other areas is prob the only solution to that. Link to comment https://forums.kleientertainment.com/forums/topic/86953-return-the-old-system-of-leveling-athletics/#findComment-997868 Share on other sites More sharing options...
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