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Seasoned job advantage ideas


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Right now, there's no real point in training for some of the top end jobs.  So I came up with some ideas for making them desirable to master.

Seasoned Miner: Gains +20-25% mining efficiency, causing them to destroy less resources when mining.

Senior Architect:  Will join a builder currently creating a large building, further speeding up the build rate.

Seasoned Farmer:  Either uses half the needed fertilizer to apply Farmer's Touch, or can make their Touch last longer (depending on Farming skill level).

Seasoned Rancher:  Has a chance of extending the lifespan of a creature they groom by one cycle.

23 minutes ago, Man in the Mist said:

Right now, there's no real point in training for some of the top end jobs.  So I came up with some ideas for making them desirable to master.

Seasoned Miner: Gains +20-25% mining efficiency, causing them to destroy less resources when mining.

Senior Architect:  Will join a builder currently creating a large building, further speeding up the build rate.

Seasoned Farmer:  Either uses half the needed fertilizer to apply Farmer's Touch, or can make their Touch last longer (depending on Farming skill level).

Seasoned Rancher:  Has a chance of extending the lifespan of a creature they groom by one cycle.

I think seasoned ranchers should give a larger happiness boost per cycle when grooming. And boost repro rate.

I think there should be an AOE buff that allows untrained dupes to have attributes similar to the senior dupe. Like the senior dupe is supervising a workforce.

Seasoned Miner - Dupes within the seasoned miner's AOE (aka under their supervision) can mine denser material w/o being trained in the miner job

Seasoned Architect - Dupes within the AOE build faster w/o being trained in the architect job.

Seasoned Farmer - Dupes with the AOE can farm faster w/o being trained

Seasoned Rancher - Dupes within the AOE are temporarily able to wrangle animals

 

They talked about making it so that skilled miners remove less materials, but this would introduce a hell of micro-management where you don't want your unskilled ones to dig in the precious metal so you waste as little as possible.

Maybe a Seasoned Farmer can apply a 'double-dose' of Micronutrient, spending twice as much, tending twice as long. Does not save, or waste any material, simply makes it so that their hands are left open more often.

I like the idea of that some job-maxxed can boost others, what if they just have a 'Leader trait' that just improves everyone around when they're around themselves, that matches their job type.

You guys had some good ideas, I had a few as well.

 

13 hours ago, Man in the Mist said:

Seasoned Miner: Gains +20-25% mining efficiency, causing them to destroy less resources when mining.

Senior Architect:  Will join a builder currently creating a large building, further speeding up the build rate.

These are both EXCELLENT ideas.

 

Gofer: this job has complete overlap redundancy with groundskeeper. Carry strength is decent, but most buildings that need material delivery for construction or operation don't need high carry strength, they need SPEED. This should be a bonus to run speed per job level, or faster speed while delivering.

Groundskeeper: these guys should get an efficiency bonus for mopping and tidying tasks, not carrying strength. What good is carrying strength when dupes typically never carry more than 4-500kg of material? My observance shows that consistently they will rarely carry up to the maximum they can hold when moving material.

Researcher: I love that Tenured Scientist is required for analyzing geysers, which is a critical piece of gameplay. The only problem is, there is no difference between the previous two levels.

Chef: give the level 2 chef some tangible bonus, such as a 10% increase in calorie output when using the grill.

Artist: there is zero reason to ever train a level 2 artist. A dupe with +2 to creativity trained in Art Student (+2) gives a 4 in creativity, which is enough to make the best art. It'd be nice if Artist gave the ability to use advanced materials like plastic, diamond, and reed fiber in art for range bonuses to art buildings.

15 minutes ago, crypticorb said:

Gofer: this job has complete overlap redundancy with groundskeeper. Carry strength is decent, but most buildings that need material delivery for construction or operation don't need high carry strength, they need SPEED. This should be a bonus to run speed per job level, or faster speed while delivering.

Groundskeeper: these guys should get an efficiency bonus for mopping and tidying tasks, not carrying strength. What good is carrying strength when dupes typically never carry more than 4-500kg of material? My observance shows that consistently they will rarely carry up to the maximum they can hold when moving material.

Researcher: I love that Tenured Scientist is required for analyzing geysers, which is a critical piece of gameplay. The only problem is, there is no difference between the previous two levels.

Chef: give the level 2 chef some tangible bonus, such as a 10% increase in calorie output when using the grill.

Artist: there is zero reason to ever train a level 2 artist. A dupe with +2 to creativity trained in Art Student (+2) gives a 4 in creativity, which is enough to make the best art. It'd be nice if Artist gave the ability to use advanced materials like plastic, diamond, and reed fiber in art for range bonuses to art buildings.

For groundskeeper, I think carry weight should be given as they're meant for tidying. Issue is, they usually don't have over 500Kg in resources in the area. This something I really dislike about the game. Dupes not picking up multiple resources. Make little to no sense. Other than to make tidying your base take literal ages.. If they fix their carry system, weight wouldnt be bad for them. As for a temp bonus, they should get increased skills when in an untidy area. Germs, debris, etc.

As for researcher, I think a second analyze feature or geysers to make them more efficient would be a good bonus. Obviously the learning is pretty strong.

Chef, I agree, increased calorie output or reduced ingredient input.

Artist, another thing I suggested, having more tiers of decor for paintings and sculptures. Every 4 levels get's the next tier which bumps decor by like 10%. Also suggested an artist studio room buff in another post, where final artist can make masterpieces inside the studio and can use different materials like diamond for sculptures and paintings to further their decor bonus. Although, decor isn't too challenging to combat, I did like some of the ideas like reduced decor for multiple items next to each other. Like 3 paintings would give 2.5x the decor bonus rather than 3. Or maybe even make it negative.

With the new occupations, they have a lot of room to take this game in any direction. Should be interesting.

I can see one potential problem with seasoned miners giving more resources. I feel that players might inevitably resent mining materials with anything less than a season miner because the potential waste of resources by doing otherwise is too much to bare. I wouldn't like knowing that I am losing resources because someone less than a seasoned miner happened to do some digging.

1 minute ago, Moggles said:

I can see one potential problem with seasoned miners giving more resources. I feel that players might inevitably resent mining materials with anything less than a season miner because the potential waste of resources by doing otherwise is too much to bare. I wouldn't like knowing that I am losing resources because someone less than a seasoned miner happened to do some digging.

Most people cross train. Unless you need massive areas dug, having 1 or 2 dupes set to mine at a high priority you won't lost resources all that often. Obviously at the start but oh well

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