Exgeniar Posted February 3, 2018 Share Posted February 3, 2018 I actually really enjoyed the changes to the occupational system that was initially launched, and was disappointed at the majority revert that happened yesterday that made me feel the job tree is now an insignificant in game consideration. Since I like lists and prefer to type less, I am going to use a list, and v1 and v2 as shorthand of the job system. v1: the duplicant progression system where jobs provide a significant amount of stat bonus, but didn't provide a permanent bonus when the role is mastered. The applicant's didn't progress naturally. Liked: The choice of the current job is significant and have short, mid term impact. LOVE this change. Creates incentives to takes risks in printing more dupes to fill missing speicalization Dislike: No natural progression makes job management a short term choice. made long distance travel problematic, and thus long distance travel is more time consuming, throwing game pacing out of window. Job mastering and selection provided no long term impact Constant swapping of job for current needs is an unfun optimization Job screen still hitches hard when opening v2: the duplicant progression where jobs provide a insignificant amount of stat bonus, but does provide a permanent bonus when the role is mastered. The duplicant progress naturally without cap. Like: Uncapped progression solves eventual travel needs Job Table solves unfun optimization via constant job swaps. Dislike: Job bonuses are now less significant, as a result, it becomes more about doing checkboxes instead of what I, as the overlord, aspire what this duplicant to be. Uncapped progression causes lack of choice in shaping my duplicants - they just naturally become 25 athletic super humans. It also diluties all the choices I have made regarding their previous job masteries - Why did I spent time making you learn to be a gopher / courier when I know you will hit 25 athletics eventually? It also remove of incentives in increasing duplicant counts, since everyone becomes super dupes. Why not keep it at 5 priority? Assumed System Design Goals: Job selection have significant short term impact on their individual performance, and their contribution in relation to other dupes. Mastering job has long term, meaningful, impact on their ability Dupes can be molded into a strong contributor in their area of specialization, both current job, previous masteries, base task experience. There are a natural set of progression outside of the job system to mitigate the RNG nature of the dupe printer's stat selection Area of consideration & suggestions: Duplicant have a natural cap on base stats. Let say 10. This would solve the natural 25 athletic super humans, and the lack of incentives to print more duplicates - I feel like I am progressing as a player in this game when I know how to manage the risks of additional duplicants. With the limiting on natural stat cap, might want to consider another addition of a courier job tree upgrade that focus on long distance travels. Having 25 athletic helped a lot with this problem previously, but felt super trivial and insignificant from a player decision point of view. Tuning travel systems to be less costly to maintain, so that travel systems could solve the long distance travel issue introduced with the natural capping of base athletic stats Job Mastering provide stats bonuses that disregard the base stat cap, but no job specialization perks This bonus should not be comparable to the on-duty bonuses. I am suggesting 30% of the on-duty stats bonuses. This would makes me care about my current short term choices of what my duplicants' job is in later stages of the game Link to comment https://forums.kleientertainment.com/forums/topic/87077-occupation-update-v253538-feedback/ Share on other sites More sharing options...
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