Jakkar Posted October 9, 2018 Share Posted October 9, 2018 Hey there =) First post, and a new player, so I appreciate I may be missing some nuances that render this obsolete. Disclaimer out of the way, a suggestion: I've found that when occasionally using Red Alert to compensate for my mistakes late in a cycle, the missed sleep can cause its own entertaining failure cascade - but a failure cascade is only fun when you can fight it, and the only way I've found to make my Dupes catch up on lost sleep is to have a second schedule that shunts the entire sequence several blocks down the schedule - then I shift back to default once they've recovered and they get an early night. This is okay with three or five Duplicants, but manually selecting sixteen, or more, into a different schedule is.. Irritating, fiddly, time-consuming. Maybe future changes to the UI would allow drag-selection and drag-and-drop, add shift groupings, or add a button to 'swap all to this schedule', but an additional feature occurred to me that I think would fit in with the darkly comical yet cute style of ONI.Green Alert - a functional opposite to Red Alert, this button plays obnoxiously soothing music instead of an alarm klaxon, and eliminates all 'work' priorities while encouraging the Duplicant work-force to focus on their physical needs and preferred tasks, with randomised wandering/unpredictable behaviours. First Dupes focus on eliminating any negative statuses such as Full Bladder or Grimy, then sleeping, then pursuing work tasks that are within their 'interests' regardless of their set priorities, with an emphasis upon Art, Cook, and Operate (three suggestions that seem like domestic recreation, while ensuring the facility remains powered at Manual Generators and that everyone remains fed). Lacking interests in those fields, Dupes would use any available recreation facilities, and, lastly, engage in the all-important random wandering, pathfinding to exotic foodstuffs and wild fauna and flora at random/in accordance with Decor factors. The order in which these priorities are attended would obviously benefit from some degree of jitter/variation, to ensure Dupes are as adorably haphazard as they tend to be in your animated shorts, and to make sure Green Alert is used very sparingly. Hazards of Green Alert (other than the obvious collapse of the colony due to ignoring important jobs) would also include a complete disrespect for locked doors and access restrictions in the pursuit of their wanderlust, after their immediate needs are taken care of, ensuring new hazards arise . Thanks for reading, I hope someone likes the idea and it might inspire something. Link to comment https://forums.kleientertainment.com/forums/topic/96278-green-alert-an-opposite-to-red-alert/ Share on other sites More sharing options...
TG pro Posted October 10, 2018 Share Posted October 10, 2018 This is good Link to comment https://forums.kleientertainment.com/forums/topic/96278-green-alert-an-opposite-to-red-alert/#findComment-1092286 Share on other sites More sharing options...
Madbro Posted October 10, 2018 Share Posted October 10, 2018 Good. A extremly possible alternative of red alert Also I think there should be alarm trigger in automation. In case some critical resources like O2 run out. Link to comment https://forums.kleientertainment.com/forums/topic/96278-green-alert-an-opposite-to-red-alert/#findComment-1092289 Share on other sites More sharing options...
Bizzum22 Posted October 12, 2018 Share Posted October 12, 2018 this would be good so my dupes wont keep starving Link to comment https://forums.kleientertainment.com/forums/topic/96278-green-alert-an-opposite-to-red-alert/#findComment-1093422 Share on other sites More sharing options...
Recommended Posts
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.