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Passive skill training or occupational skill increase?


Skills  

91 members have voted

  1. 1. How should skills be increased?

    • Passive skill increase over time
      2
    • Jobs increase skills - lose if change occupation
      16
    • Jobs increase skills - remain even if change occupation
      29
    • Current state: passive + jobs increase skills (remain even if change occupation)
      44


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If the goal is to give players a reason to get higher tier jobs then. Reduce the trained cap to 10. Give a bonus or raise the training cap by 2 for each tier mastered, T6 is worth +6 skill. Athletics can run off the gofer line or based on the max tier trained, like decor/food is now. No need to add any job titles they just need to end at 6. 

Mining example: jobless(T0) = Max 10 skill. Apprentice(T1) = Max 12 skill. Miner(T3) = Max 16 skill. Senior(T6) = Max 26 skill.

Max Skill = Highest tier mastered(1-5) * 2 +10 (+6 for T6)

2 hours ago, Byste said:

I don't think being able to master everything automatically makes you feel like you need to "run every dupe through all the hats".

It is the optimal way to do it. Doing it this way allows your dupes to choose the closest possible task and perform it as good as anybody else. This GREATLY reduces travel times between tasks because they don't need to run around. In late game this is a huge deal. It becomes much less important to plan your base to be logistically efficient.

I have mentioned this several times in the Steam forums but I wonder if my opinion will be heard there, but I am fine with either of the three latter options, but my only real need is to merge Athletics and Strenght again. And only make it level up from Supply or Groundkeeper jobs.

It will make it easier to distinguish who's a hauler and who's not. Rather than this awkward middle we have at the moment, merging them was good because they are meant to cater to the same job- hauling and delivery.

Since movement is something everyone does, all the time, they will eventually become fast. Since they will always level it up, having someone be Anemic(lowers athletics) it is actually a weakness you have to deal with, rather than something that will just go away in just a few cycles.

If everyone becomes fast too, it will make Transit tubes pointless. Since walking is almost as fast. Klei gave us these fancy Firepoles and unique tiles too but they're already fast enough in sheer movement speed. So its not worth optimizing your base that much.

Thats my cup of tea about it. I liked Occupational Upgrade but this patch reversed a lot of what I liked about it. The priority system will probably be returned to the 1-5* way due to the other poll. Not sure about this and some other nitpicks, like mine with the Athletics.

 

All of the negative skill traits can be trained away. Have not tested it myself but it should still affect the max skill. IE 20 base + bonus - trait. Anemic and slow learner will still be a weakness in the end. I tend to use transit tubes to isolate areas, now that naptha locks are gone we just have the 3 door system(destroys gas) or water locks that can freeze or evaporate. Tubes fully isolate gases without destroying or risking its escape.

I think they want players to set up decor and better foods. The job tier system was in part a way to do that, problem is no limit to athletics and most things can be done at tier 2-3. Would still need at least 1 tier 5 engineer but thats it. Exosuit(T6) is nice but we have been dealing with the -6 to athletics until now so not really an issue imo. If that is part of the goal here then scale the skills or give a unlock worth the 3 food 75 decor.

Note: I normally use custom and set stress, immunity to the hardest settings. Not meeting that 3 food 75 decor need can shut down a base pretty quick. Not as much of an issue in normal play but it would add to harder settings(reply value) Just my 2 cents.

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