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Launching Rockets Should Require a Small Amount of Research


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Currently, once you have done every research, there is no way to level up a scientist, which means you can only have a fixed number of astronauts as dupes need mastery of the tenured scientist job to get the cadet and then the astronaut job. It also means you can't increase the learning skill of any new dupes. Also, it's kind of weird that a job should arbitrarily become obsolete when none of the other jobs do.

The research cost would be small (like 10 in each category) as it's purpose would simply be to have a way to increase duplicants' learning skill and to allow for the training of new scientists and eventually astronauts.

 

Edit: Okay, did not actually realize that dupes gained passive job experience.

Dupes still get job experience passively even not performing the job so you can have more scientists. It will just take quite long to do. Analyzing geysers should also work if you got some of the unanalyzed. Like leaving a leaky oil fissure just for extra job experience on a new dupe late game.

Still some sort of use for scientists once all research an analyze is done would be nice.

Dupes get 25 Job Experience per Cycle and it's not affected by their interest, this means that it takes them 20/40/60 Cycles to master Assistant/Scientist/Tenured for a total of 120 Cycles to master the entire research branch

3 hours ago, Gnarmaw said:

Dupes get 25 Job Experience per Cycle and it's not affected by their interest, this means that it takes them 20/40/60 Cycles to master Assistant/Scientist/Tenured for a total of 120 Cycles to master the entire research branch

Good to hear, but that's still a long time IMO.

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