Technoincubus Posted April 27, 2018 Share Posted April 27, 2018 Just as a new dupe arrived from a printer I always go through the same routine - assign him to every job and then leave with one he is most fitting for. Reason - dupes get skill bonus from BEING ASSIGNED to a job, not for mastering it. So every dupe will get +2 to construction, str etc. Maybe it should be more logical for dupes to get their skill bonus after reaching 100% mastery? Link to comment Share on other sites More sharing options...
Dan_Daniel2000 Posted April 27, 2018 Share Posted April 27, 2018 If there isnt anything Buggy going on, they will lose the Bonus of their Job when assigned a new one, unless they mastered it. So you probably wasted your time doing this all the time. Link to comment Share on other sites More sharing options...
Technoincubus Posted April 27, 2018 Author Share Posted April 27, 2018 They keep the bonus. That is the point of this topic. Link to comment Share on other sites More sharing options...
Dan_Daniel2000 Posted April 27, 2018 Share Posted April 27, 2018 Then its a bug, it should work like you described it already. Link to comment Share on other sites More sharing options...
PhailRaptor Posted April 27, 2018 Share Posted April 27, 2018 5 hours ago, Dan_Daniel2000 said: Then its a bug, it should work like you described it already. They tried that and everyone hated it. Link to comment Share on other sites More sharing options...
TheScaryOne Posted April 27, 2018 Share Posted April 27, 2018 Pretty sure they only keep the bonus after mastering, along with increased decor and food requirements. I like it this way, gives you a longer path to superdupes. I generally run my whole colony through courier, architect, and miner just for the convenience. Link to comment Share on other sites More sharing options...
crypticorb Posted April 27, 2018 Share Posted April 27, 2018 In real work industry, people don't suddenly forget developed skills by working somewhere else. Why would a dupe who mastered one type of job forget how to dig if he becomes an architect? That's the logic behind the current system, anyways. It makes sense. Link to comment Share on other sites More sharing options...
MorsDux Posted April 27, 2018 Share Posted April 27, 2018 No it doesnt make sense. What made sense would be spending time training - but thats not fun is it? I tested this some time ago and they didnt keep the training until mastery, but its possible that now they do. I liked the earlier version better. This is just legalized cheating through some tedious clickings. A bit disappointing, but nothing major. Link to comment Share on other sites More sharing options...
Nemez Posted April 27, 2018 Share Posted April 27, 2018 split bonus 1 point for training and always stays 1 point for hat (equipment) Link to comment Share on other sites More sharing options...
SixbySix Posted April 27, 2018 Share Posted April 27, 2018 Just make the food and environment requirements cumulative on some sliding scale. Yes you can do all of them, but you'll need better food and nicer environment or you get stressed. -6x6 Link to comment Share on other sites More sharing options...
TheExceed Posted April 28, 2018 Share Posted April 28, 2018 1 hour ago, Nemez said: split bonus 1 point for training and always stays 1 point for hat (equipment) That's pretty stupid... Needs to be reverted. Link to comment Share on other sites More sharing options...
TheScaryOne Posted April 28, 2018 Share Posted April 28, 2018 I reported this behavior as a bug. It's not how this was supposed to work. Link to comment Share on other sites More sharing options...
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