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Occupational system goal shifting.


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Why wouldn't we keep the superposition of both job prioritization systems (more of the old one, less of the new one), but shift the goal of the new one to stress.

Every dupe shall have a dream job and a nightmare job, like positive and negative trait.

When he's doing his dream job (and maybe he has some priority over other dupes when assigning orders, not sure if this will not break everything again), he gets more efficiency (not much, I'd suggest like 25% more when fully experienced in it) AND he is happy about it so he gets like 5%/cycle stress relief.

Everything reverse with nightmare job - he'll do it if there's no one else to take an order, but he'll be 25% less effective and get some stress while doing it.

 

That way the player could have enough control over what projects are prioritized, but at the same time he will have an incentive to manage jobs in a way that makes duplicants happy.

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