Alfons100 Posted October 21, 2018 Share Posted October 21, 2018 At first I had doubts about the Jobs system, and the community question if you would keep your Skills or not when changing hats, and over time, I got used to this, and thought the Jobs system was a more clever way to make levelling up Skills. But ever since it was released, the mechanic has been left untouched, the only change has been Plumber and Astronauts... I think that should change, the Jobs system should be a mechanic to be a better "Build your dupe" system if anything. And lets you fine-tune on what you want your Dupes to be good at through training. : One idea I have is gonna be a "Nerf" to the system. And that is how the Morale requirement increases with the Job tiers. Now they only increase depending on the highest expecting job. Makes sense, right? Well, once you reach the highest Expectation, aka, Astronaut (Or Exosuit Engineer for most), there is effectively no downside to letting them master more jobs, other than time. Thats why I think that mastering a job that is beneath your current max "Tier", should still add a bit of Morale expectation, but only a half of it, a third if they got a Passion for the work type. Now, this isn't all that should be changed, because most consider the Job system to be too insignificant. I think that the perks you aquire and master, should be more noteworthy as well, and lead to a 'Master Job' with a more noteworthy Skill. All general skilltrees like Miner, Architect, Farmer, rancher and engineer should have two off-branching final 'Master' jobs, very high expectation obviously. The two branches are "Veteran", and "Leader". Veteran Miner and Architect will give you one more tile of digging and building reach. Veteran Farmer/Engineer/Rancher will be able to apply 'Double doses' of Tune-up(etc) which last twice as long, takes twice the amount of time to do and double the resources. While the Leader archetype will inspire a +30% workspeed boost in the said criteria to everybody in vincinity, or the room if they're in one. Plain and simple. This will give a more satisfying 'Final' job to master for those Duplicants you really like, since Seasoned Miner only gives the ability to dig through Abyssilite and a measly +2 in Construction. And finally, more "Miscellaneous" jobs that give good to have traits when mastered. These don't fit categories but are more of masterable traits. One should be the commonly requested Doctor job tree, but with some interesting late jobs that is beyond just "Tending to people". It starts with: Nurse, +2 kindness, but also the optional ability to 'Clean beds' to improve their Stamina efficiency(Classed as Tidy job) Doctor +2 kindness but they can administer special pills to sick Duplicants for better efficiency(If more Pills were to be added) and then they branch off into two, Negotiator and Therapist. Negotiator will do that the Appreciated&Chit-chat lasts twice as long for both ends, making him a morale increasing character in the colony, and Therapist can 'Tune up' Massage tables to be even more effective, no special 'station' needed. There could also be more miscellaneous jobs such as, Diplomat, +10 Decor in their own vincinity. Wheel-runner, more efficiency while running on a Generator wheel. Airlock-engineer, open Airlocks a little faster. Perhaps a 'DJ' job that branches out of Artist which allows them to control the Jukebot to improve the morale to everybody in the room? ------ This gives you a better oppurtunity to 'Build' your Duplicants as you progress through the game with the Jobs system. Because as of now, there arent all too many important Traits to even consider, or that you "Notice" and feel. Plumber can be nice, but not much more than that. This also addresses another thing too, makes Morale a more difficult mechanic that is often requested, I think a Duplicant who has mastered almost every job would feel "I carry my colony on my shoulders, why do I not get my own plastic bed!", it makes reckless Job learning beneath your max tier require a little more thought to it. Link to comment https://forums.kleientertainment.com/forums/topic/97167-changes-and-improvements-to-the-jobs-system/ Share on other sites More sharing options...
Sasza22 Posted October 21, 2018 Share Posted October 21, 2018 I think there is (or was) a plan behind the job system. Jobs like general engineer or the entire architect tree just give you flat stats. Same for seasoned miner/farmer/rancher. It`s +8 expectation for +2 stats. It feels like there should be more at the highest tier. Not even mentioning ranching skill not doing anything. I like the leader bonus idea but it might be hard to get value in practice. It would require you to have the seasoned miner be near other miners to get the bonus. It would only matter in large digs. I have concerns but i`d like to see if it works. A morale boost from doing the job the dupe has intersets in is also a nice idea. I think we just need more traits assaciated with jobs. Lets look at the scientists. They got a ton of stuff to do now. On top of doing research they operate the telescope, analyze geysers, and eventually train for astronauts. Most of the time you just want them to focus on their job rather than waste time learning other. I wish other trees had something like that. Like some kind of mining machine for seasoned miners (maybe lock diamond mining to seasoned only too). Architects could be needed to build advanced buildings and rockets (maybe a rocket engineer branching of engineer and architect tree), seasoned ranchers could get extra traits for flying critters and maybe a new gene engineering job, branching from farmers as well. With enough late rewards that take a ton of time to get you`d have to focus your dupes on a certain job. Link to comment https://forums.kleientertainment.com/forums/topic/97167-changes-and-improvements-to-the-jobs-system/#findComment-1100470 Share on other sites More sharing options...
Treforce Posted November 5, 2018 Share Posted November 5, 2018 I have found when I have assigned a duplicate to one of the jobs at the bottom of the screen... then the pop-op next to said duplicate with all the info is stretching further down that what the screen allows me to see. Not that this have any impact on the game itself... but it is something that annoys me. Link to comment https://forums.kleientertainment.com/forums/topic/97167-changes-and-improvements-to-the-jobs-system/#findComment-1109493 Share on other sites More sharing options...
babba Posted November 5, 2018 Share Posted November 5, 2018 Yeah, the screen is a bit cumbersome as one plays with more than a handful dupes, especially as one scrolls to the bottom. I like that they had added the auto-prioritize checkbox function, I actually didnt notice for quite a while that its there. I normally play with 100 to 500 dupes, so I know what your talking about Yours, Gossmann Nr.8 1 hour ago, Treforce said: I have found when I have assigned a duplicate to one of the jobs at the bottom of the screen... then the pop-op next to said duplicate with all the info is stretching further down that what the screen allows me to see. Not that this have any impact on the game itself... but it is something that annoys me. Link to comment https://forums.kleientertainment.com/forums/topic/97167-changes-and-improvements-to-the-jobs-system/#findComment-1109671 Share on other sites More sharing options...
Daxterr Posted November 5, 2018 Share Posted November 5, 2018 +1 really great ideas actually.. i know a lot of people will resent this idea, but maybe your duplicant could become locked into his job if he gets a final tier job. Obviously this would only work with your suggestion of adding important skills for every end game job. Normally, the duplicant would end up at around 25-30 morale needs, but it could be more if they branched out a lot before getting their final job. Link to comment https://forums.kleientertainment.com/forums/topic/97167-changes-and-improvements-to-the-jobs-system/#findComment-1109695 Share on other sites More sharing options...
babba Posted November 5, 2018 Share Posted November 5, 2018 @Daxterr - I like the "...but it could be more if they branched out a lot before getting their final job." I like the idea of defining some form of automatic job rotation, to be "...getting to their final job". Gossman is fresh and has learned nothing yet So perhaps in the job screen > Selecting a dupe, "Gossman" as example - Right click on him, select Target job "Astronaut" ( as example , I havent got the game open and I never had rockets ) > Auto train all requirements to become active in the job profession Would save me a zillion clicks, just defining a target job profession for a dupe. As flavour it could also be added somehow "Also additionally add auto learn for mastery of Gofer, Miner and whatnot." Game design would have to come up with clever ways on how to integrate this exactly, to avoid a click orgy and overview mess. Link to comment https://forums.kleientertainment.com/forums/topic/97167-changes-and-improvements-to-the-jobs-system/#findComment-1109710 Share on other sites More sharing options...
Daxterr Posted November 5, 2018 Share Posted November 5, 2018 omg yes Link to comment https://forums.kleientertainment.com/forums/topic/97167-changes-and-improvements-to-the-jobs-system/#findComment-1109770 Share on other sites More sharing options...
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