Jump to content

It’s time to education (& training as well)


Recommended Posts

Hello, great developers and players! (•ω•)/

Recently I looked at someone’s good post about his/her new ideas, and I found out the bookshelf idea is great. Boosts duplicant learning and job skills.

Anyway, I think it’s time for education or some training.

 

These are my ideas about increasing duplicant’s skills. Note that duplicants comes to training facility when they are free for default, but you can assign a duplicant for complusory training also (assignment resets after training finished.) 

1. Weights training

Increases duplicants strength temporarily for 2 cycles, but also have 5% chance to gain one permentent strength point.

Disadvantage: Not just increase respiration rate, it also increase calories consumption.

Require 800KG basic building materials to build.

2. Manual Generator (as treadmill)

Wait what? Really that hamster wheel?

I really mean that.

Like weights, it increases athletics instead. Plus power generation.

P.S. This cannot assign duplicants!

3. Classroom table set and teacher’s bench

they form one new type of room ‘Classroom’.

More table sets means more students can be teached.

You will need to schedule the classes (using class schedule board), and teacher must be at least Tier 2, for any occupation. Students can be assigned freely.

Take research assistant as example, because it is T2, he/she is available as teacher of ‘Basic education’ that increases student duplicant’s learning.

Let’s look at miner’s example too. It’s T3, can teach ‘Mining Safety’ class that increase student’s mining skills.

That’s the purpose. But not suggested to use it at too-early stages, you should start with one-on-one (one student one teacher) classes first.

Don’t worry, classes won’t take so much time. it’s about 45 seconds at average.

 

 

 

Those are my ideas to increase duplicant’s skills. Feeling it useful or not?

1 hour ago, Oozinator said:

No thank you, for now. Devs should focus on finishing implemented stuff, not opening new areas.
After some cycles dupes are highly skilled, more of that would feel like cheating.

You might be right on this one, but there certainly is the need for some knowledge transfer when you add new dupes into an established colony.

Having a classroom in which your experienced dupes "onboard" new arrivals might have its place in the game.

The thing is, tho, is that not every skill have the same 'weight' , some are defntivietively much more useful than other others because they cover either multilple jobs, (ahtletics, strength), because they influence somehing else ('learning' which influence how you lean all the skils). While others only come up n their particular jobs (mining, caring, cooking, farming, etc...)

So i woudn't mind if on one hand you had 'training' machines, treadmill, weights and a reading desk hat allow you to augment slowy but surely one of the three big skills of a duplicant.

And the other kind of skill ae ganed by actualy doing the job.

But to dig another idea that was sggested a while ago (I don't remember who, sadly, sorry or I would link it) there cold be an apenticeship system where dupe more experinced in ajob career can be attached to a less experienced one (for example a miner to an aprentice miner, a chef to a sous chef) and when they do tasks together, they do it slwer but the newbie gain exerience faster.

(This also would, desgin wise, work much better with the spirit of the latest 'expressive' upgrade which is all about duplicants interacting more bewen themlselves)

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...