Jump to content

Recommended Posts

Okay,You start your Colony, Everything is running nicely then, it happens, one of your Dupe gets burned, Or the Chef doesn't wash their hands before cooking their food and ther is a Food poisoning out break or even Slime lung, I've had My dupes Pass out from no oxygen going around in the Bowels of the Colony where CarbonDioxide is very thick. I have lost a Colony to Slimelung, Because the Dupes either were Squimish or chose to Empty the out houses instead of taking care of the injuried or sick. There needs to be a Doctor profession, Staring at Nurse and going to the highest level of doctoring there is. This profession would be Very Helpful in getting injuried and sick Dupe back on their feet much faster and clearing med beds or Pharma Chambers. As well they would be slightly faster at making the medicens. it will also make the Medical bay require a Doctors Desk or something like that.

Atm there is completely no need for doctors at all. I played for 300+ cycles and my dupes never got sick or injured or died. there was not a single germ inside my base during the whole time BUT it would be nice to expand the game in this area i think, at least it deserves a testing. I suggest adding a disease that lower the amount of rest dups get from sleeping, increasing their food consumption, reducing their stats, make them unable to perform certain errands, make them to panic randomly, etc. 

3 hours ago, Fenixix said:

Atm there is completely no need for doctors at all. I played for 300+ cycles and my dupes never got sick or injured or died. there was not a single germ inside my base during the whole time BUT it would be nice to expand the game in this area i think, at least it deserves a testing. I suggest adding a disease that lower the amount of rest dups get from sleeping, increasing their food consumption, reducing their stats, make them unable to perform certain errands, make them to panic randomly, etc. 

Casual playerbase has majority and they are not interested in any of that stuff.
Germs at the beginning/while introduced, where dangerous, to dangerous for the casuals, but they like micro.
Seem they want a sandboxie game, without consequences.
Farming the same(perfect conditions/seeds-removed)
Germs have no impact now. Why adding new stuff, with low impact of interesting gameplay, only to have a buff, you don't need, or to create an additional occupation?
 

20 hours ago, Oozinator said:

Casual playerbase has majority and they are not interested in any of that stuff.
Germs at the beginning/while introduced, where dangerous, to dangerous for the casuals, but they like micro.
Seem they want a sandboxie game, without consequences.
Farming the same(perfect conditions/seeds-removed)
Germs have no impact now. Why adding new stuff, with low impact of interesting gameplay, only to have a buff, you don't need, or to create an additional occupation?
 

I'd like a new challenge to the game, adding a Doctor, Firefighter and Guard Professions would be nice, it would keep it's Sandboxie feel to it, just adds some extra challenge to it. each new profession could add a new challenge.

3 hours ago, Andreasgamming said:

I'd like a new challenge to the game, adding a Doctor, Firefighter and Guard Professions would be nice, it would keep it's Sandboxie feel to it, just adds some extra challenge to it. each new profession could add a new challenge.

Sry but for me, the occupational stuff is only additional micro, without deeper sense.
Permanent buffs - manual jobrotation - there is still a big "bump" somewhere.
I would like, when gameplay benefits from that new "section", but Klei would implement it different, then i have it in mind.
Since >4 updates i wait for Klei to get ONI "back on track", but not only me is "feeling" that Klei is choosing another part for ONI, but that's the thing with minoritys..
Many games lack in the priority / job section. Before ONI i wasn't aware, that it has such an impact on gameplay and i own many games.
But for sure ONI is not the worst example on the market and i really wish i get my fun with ONI back, because the audio/visual part is "omnomnom" for me.
Thought it would be the new Settler 2..

Before a Doctor profesion there would need a more dangerous germ and more diseases, because as with the scientist and artist there is no use for them in the late game.

But i would love that if with the textile clothing machine we could make suits related to jobs? A little plumbing suit, an overoll for enginneers, cowboy pants and shirt for ranchers. What if we could also choose between different color patterns as well, so different ranchers could differenciate from one another. I would love to see those cute hats go in ad-hoc with clothing. Also, adding a small bonus if the suit matches the current duplicant job.

Snazzy suit are so 90's

On 5/27/2018 at 9:22 AM, FullMetalArthur said:

Before a Doctor profesion there would need a more dangerous germ and more diseases

Not necessarily (though I'd personally welcome more diseases).  The Care job treats diseases and wounds, so more sources of wounds (fires, explosions, cave-ins, aggressive critters, etc) could also give doctors a niche to fill.

12 hours ago, goboking said:

Not necessarily (though I'd personally welcome more diseases).  The Care job treats diseases and wounds, so more sources of wounds (fires, explosions, cave-ins, aggressive critters, etc) could also give doctors a niche to fill.

Why not, but i want the disease more agressive back, just made one mistake and all your base is expose to the disease

Archived

This topic is now archived and is closed to further replies.

Please be aware that the content of this thread may be outdated and no longer applicable.

×
  • Create New...