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RimWorld => Ideas => Topic started by: miah999 on October 08, 2013, 11:19:47 PM

Title: A night shift or general schedule mechanic
Post by: miah999 on October 08, 2013, 11:19:47 PM
Despite all the comparisons to Prison Architect: Rimworld is a very different game, and better in several ways. But there's one thing from PA I think I'd like to see. And that's the daily schedule it's quite a simple mechanic just a list of the hours in the day and some way to designate what folks should be doing during that at hour; such as work, eat, sleep, free time. This would help with the colonists social interactions by ensuring they're all in one place at least a couple hours a day. So they can all have a nice chat around the dinner table.

What about insomniacs? You say. They could ignore the sleep schedule, either fully or partially. 

One other possible addition could be when the world is generated the length of the day could be set, giving some variety to the scheduling possibilities, But I'm not sure how hard this would be for Tynan to code.

All suggestions welcome.
Title: Re: Suggestion: Daily Schedule
Post by: Finjinimo on October 09, 2013, 01:39:22 AM
I would like something like this.

I also like the idea that some personality traits might be more inclined to follow it rigidly, and some would be inclined to ignore it. Damn those surly independent types.

And perhaps threading into this idea a little...

Some kind of Colony Emergency Alarm that tells all your colonists to stay in the home area, or perhaps an "emergency area" or "panic room". It would cancel all other tasks and scheduling.

It could be an easy way to keep your non-combatants relatively safe without having to micro-manage them too much.
Title: Re: Suggestion: Daily Schedule
Post by: miah999 on October 09, 2013, 01:58:53 AM
From Tynan on the KS comments...

"Colonist coordination is a very hard problem. But I've been wanting to do a 3-part regime (sleep/work/leisure) system for a while. Just another thing to get to eventually."
Title: Re: Suggestion: Daily Schedule
Post by: SharpKris on October 09, 2013, 03:02:31 AM
Such a system would require a manager or in other words an Overseer, i would love to see something like that (fallout style) 
Title: Re: Suggestion: Daily Schedule
Post by: YBenjius on October 09, 2013, 04:33:47 AM
I like Tynan's idea more then the suggestion of the OP. You shouldn't be dictating what the colonist do at certain times (e.g. eat at that time, go to the bathroom around 6) they still should have some kind of freedom to choose what they wanna do.

That three stage schedule sounds better. After all, they are not your prisoners.
Title: A night shift or general schedule mechanic
Post by: Dejix on October 16, 2013, 02:23:09 PM
As much fun as it is to watch colonists sleep I think I would enjoy being able to set a schedule for some of the colonists. I would much rather have one or two colonists get up when the others go to bed so that they can keep watch and keep things going at night.

Speaking of some form of scheduler it would be nice if you could do the same for lights. Have them turn on and off at set times to help conserve power or just add a lived in feeling to the colony.
Title: Re: A night shift or general schedule mechanic
Post by: British on October 16, 2013, 05:04:49 PM
Quote from: Dejix on October 16, 2013, 02:23:09 PM
Speaking of some form of scheduler it would be nice if you could do the same for lights. Have them turn on and off at set times to help conserve power or just add a lived in feeling to the colony.
Aside from that, do we know if the "in darkness" debuff is still running when the colonists are actually sleeping ?
Title: Re: A night shift or general schedule mechanic
Post by: Hypolite on October 16, 2013, 05:22:00 PM
Nope, just checked.
Title: Re: A night shift or general schedule mechanic
Post by: Tynan on October 16, 2013, 06:41:31 PM
What do you think I am, some kind of amateur? :D

(http://puu.sh/4RRey.png)
Title: Re: A night shift or general schedule mechanic
Post by: Dejix on October 16, 2013, 07:30:21 PM
Yay. No more fear of sleeping in the dark! Now the lights are even more in need of shutting off at night. XD
Title: Re: A night shift or general schedule mechanic
Post by: Tynan on October 16, 2013, 07:33:04 PM
Back to the topic, a scheduler is a reasonable idea but it'll probably have to wait due to being complicated to code and complex for players to learn.
Title: Re: A night shift or general schedule mechanic
Post by: SpaceEatingTrex on October 16, 2013, 08:34:04 PM
Quote from: Tynan on October 16, 2013, 07:33:04 PM
Back to the topic, a scheduler is a reasonable idea but it'll probably have to wait due to being complicated to code and complex for players to learn.

How complex are we considering making the scheduler? Although giving it a lot of functionality so that players have much greater control over colonists would certainly appeal to some players, I think a simple "Day Shift / Night Shift" toggle button would be enough to let people not have to fast forward through every night. That seems like it would be much simpler to implement.
Title: Re: A night shift or general schedule mechanic
Post by: GC13 on October 16, 2013, 09:42:07 PM
How complicated a scheduler would you need to make? From what you said before, I got the impression that you could just do it with a few statements that check the time and say "okay, it's not work time: don't do this" for each work-related activity, etc...
Title: Re: A night shift or general schedule mechanic
Post by: Spike on October 16, 2013, 09:59:08 PM
Hmm.  How about a simple 24 hour day, broken up into 3 shifts.  Label one as "sleep".  Unless wounded or deathly tired, they will only sleep in that time shift.
Title: Re: A night shift or general schedule mechanic
Post by: miah999 on October 16, 2013, 10:30:23 PM
Quote from: Spike on October 16, 2013, 09:59:08 PM
Hmm.  How about a simple 24 hour day, broken up into 3 shifts.  Label one as "sleep".  Unless wounded or deathly tired, they will only sleep in that time shift.

There's already a thread on this sort of thing. http://ludeon.com/forums/index.php?topic=172.0 (http://ludeon.com/forums/index.php?topic=172.0)
Title: Re: Suggestion: Daily Schedule
Post by: miah999 on October 16, 2013, 10:33:55 PM
Quote from: YBenjius on October 09, 2013, 04:33:47 AM
... After all, they are not your prisoners.

Who says they're not.  ;)
Title: Re: A night shift or general schedule mechanic
Post by: Tynan on October 17, 2013, 02:34:31 AM
Quote from: Spike on October 16, 2013, 09:59:08 PM
Hmm.  How about a simple 24 hour day, broken up into 3 shifts.  Label one as "sleep".  Unless wounded or deathly tired, they will only sleep in that time shift.

Hmm, interesting. That aspect is doable.
Title: Re: A night shift or general schedule mechanic
Post by: Dejix on October 17, 2013, 03:48:08 AM
A detailed time based scheduler with lots of options would work for some fun things, such as a curfew or light/device timing, and lead to lots of other time based fun. Not the simplest of things to implement I'm sure but a fun thought for later on.

The initial idea of a night shift was based of a simple shift idea as above (2-4 shifts a day). I would even accept a toggle somewhere that just switches pm to am in the colonist ai for when to prefer sleep. Instead of going to bed at 10pm, or whatever, the colonist would opt to go to bed at 10am (assuming that time is a factor in how the little ants function in the colony and not some other magic of course).
Title: Re: A night shift or general schedule mechanic
Post by: starlight on October 17, 2013, 07:44:45 AM
Quote from: miah999 on October 16, 2013, 10:30:23 PM
Quote from: Spike on October 16, 2013, 09:59:08 PM
Hmm.  How about a simple 24 hour day, broken up into 3 shifts.  Label one as "sleep".  Unless wounded or deathly tired, they will only sleep in that time shift.

There's already a thread on this sort of thing. http://ludeon.com/forums/index.php?topic=172.0 (http://ludeon.com/forums/index.php?topic=172.0)

What happens during the sleep period? If nothing, then people will fast forward.

How do you handle events like:
1. An attack.
2. A mini-crisis: Some equipment broke, a fire, etc. (Do we have any of those implemented)?
3. Power failure

If you have a big colony, and you want patrolling to prevent:
1. Thieves
2. Raids
3. Animals
4. Equipment failure

How do you set that up?
Will it be military only or civilians also?
When do people who have night duty sleep?
Title: Re: A night shift or general schedule mechanic
Post by: miah999 on October 17, 2013, 08:01:31 AM
Quote from: starlight on October 17, 2013, 07:44:45 AM
Quote from: miah999 on October 16, 2013, 10:30:23 PM
Quote from: Spike on October 16, 2013, 09:59:08 PM
Hmm.  How about a simple 24 hour day, broken up into 3 shifts.  Label one as "sleep".  Unless wounded or deathly tired, they will only sleep in that time shift.

There's already a thread on this sort of thing. http://ludeon.com/forums/index.php?topic=172.0 (http://ludeon.com/forums/index.php?topic=172.0)

What happens during the sleep period? If nothing, then people will fast forward.

How do you handle events like:
1. An attack.
2. A mini-crisis: Some equipment broke, a fire, etc. (Do we have any of those implemented)?
3. Power failure

If you have a big colony, and you want patrolling to prevent:
1. Thieves
2. Raids
3. Animals
4. Equipment failure

How do you set that up?
Will it be military only or civilians also?
When do people who have night duty sleep?

Currently you can wake up a colonist to go take care of something, but they don't like it. Almost every thing else you mention (i.e. violent actions) is currently handled simply by drafting and issuing direct orders, colonists will not sleep while drafted.
Title: Re: A night shift or general schedule mechanic
Post by: Spike on October 17, 2013, 08:04:04 AM
Most of these have been discussed in various places, or answered by watching videos... 

From watching videos, you can draft a sleeper and give manual orders.  I'm not sure what happens if you tell a sleeper to prioritize a work job, if they'll get up or not - I'm guessing they will.

Attacks are handled currently by having turrets up and drafting your colonists & moving them into position to defend.  Equipment failures are in the game, and colonists will go repair things as needed.  Power failures are handled by having a decent power supply set up.

Patrolling has also been brought up several times, and seems like it is a low priority or won't happen.

Quote from: starlight on October 17, 2013, 07:44:45 AM
Quote from: Spike on October 16, 2013, 09:59:08 PM
Hmm.  How about a simple 24 hour day, broken up into 3 shifts.  Label one as "sleep".  Unless wounded or deathly tired, they will only sleep in that time shift.

What happens during the sleep period? If nothing, then people will fast forward.
Will it be military only or civilians also?
When do people who have night duty sleep?

The way I'd see it would be to just have a generic 8 hour period chosen per individual for when they will sleep.  That way you could stagger the sleep shifts so that you have some up all the time.
Title: Re: A night shift or general schedule mechanic
Post by: starlight on October 17, 2013, 08:07:36 AM
Quote from: Spike on October 17, 2013, 08:04:04 AM
Most of these have been discussed in various places, or answered by watching videos... 

From watching videos, you can draft a sleeper and give manual orders.  I'm not sure what happens if you tell a sleeper to prioritize a work job, if they'll get up or not - I'm guessing they will.

Attacks are handled currently by having turrets up and drafting your colonists & moving them into position to defend.  Equipment failures are in the game, and colonists will go repair things as needed.  Power failures are handled by having a decent power supply set up.

Patrolling has also been brought up several times, and seems like it is a low priority or won't happen.

Quote from: starlight on October 17, 2013, 07:44:45 AM
Quote from: Spike on October 16, 2013, 09:59:08 PM
Hmm.  How about a simple 24 hour day, broken up into 3 shifts.  Label one as "sleep".  Unless wounded or deathly tired, they will only sleep in that time shift.

What happens during the sleep period? If nothing, then people will fast forward.
Will it be military only or civilians also?
When do people who have night duty sleep?

The way I'd see it would be to just have a generic 8 hour period chosen per individual for when they will sleep.  That way you could stagger the sleep shifts so that you have some up all the time.

How do you handle patrols in this scheme of things?
I am saying this after seeing how complex things get in Dwarf Fortress.
Setting military up is a real pain......

Not having patrols is also a pain, not very realistic, and will not work in preventing raids.......
Title: Re: A night shift or general schedule mechanic
Post by: miah999 on October 17, 2013, 08:09:29 AM
As the game stands right now you don't prevent raids, they prevent you.

But here is a scheduling option, all colonist have an innate work day, that you don't have to fiddle with they sleep,work,play, in that order eating when necessary (This can vary based on their traits). What the player does is assign them to a shift in the overview screen, each shift starts 8 hours after the previous (assuming a 24 hour day)

So the daily routine would end up looking like this.
Alpha Shift: Sleep/Work/Play
Beta Shift:  Play/Sleep/Work
Gamma Shift: Work/Play/Sleep

Make sense?
Title: Re: A night shift or general schedule mechanic
Post by: starlight on October 17, 2013, 08:28:27 AM
Quote from: miah999 on October 17, 2013, 08:09:29 AM
As the game stands right now you don't prevent raids, they prevent you.

But here is a scheduling option, all colonist have an innate work day, that you don't have to fiddle with they sleep,work,play, in that order eating when necessary (This can vary based on their traits). What the player does is assign them to a shift in the overview screen, each shift starts 8 hours after the previous (assuming a 24 hour day)

So the daily routine would end up looking like this.
Alpha Shift: Sleep/Work/Play
Beta Shift:  Play/Sleep/Work
Gamma Shift: Work/Play/Sleep

Make sense?

When you have a bigger base, you will want X% (where X will vary depending upon your story-teller) of your base to be out, looking for enemies attacking you.

If you are going to play the harder difficulty levels, it will be suicidal not to have a active military patrolling the outskirts of your base.



Title: Re: A night shift or general schedule mechanic
Post by: miah999 on October 17, 2013, 08:39:02 AM
Currently there is no patrolling, and you don't maintain an active military, auto turrets take care of the proactive security.

I'm not sure that patrols will ever be a necessity. I think you'll have to play the game to understand, but right now the bigger your base the less you'd need a patrol, as your defenses will slow attackers to a crawl and you can draft and respond in more then enough time.

And besides my system would still work, as "Active Military" patrols wold be "work."
Title: Re: A night shift or general schedule mechanic
Post by: starlight on October 17, 2013, 08:43:21 AM
Quote from: miah999 on October 17, 2013, 08:39:02 AM
Currently there is no patrolling, and you don't maintain an active military, auto turrets take care of the proactive security.

I'm not sure that patrols will ever be a necessity. I think you'll have to play the game to understand, but right now the bigger your base the less you'd need a patrol, as your defenses will slow attackers to a crawl and you can draft and respond in more then enough time.

And besides my system would still work, as "Active Military" patrols wold be "work."

I haven't played the game (yet) so you may be right.

Just a question. How expensive are turrets in in-game cash?
How effective are they?

Now I have a different issue: With a big base, the turrets will identify the threat for you, and slow the attackers, then where is the challenge?
Also, wouldn't (on the higher difficulty levels), the number of raiders will proportionately higher as your base size goes up.

Otherwise, yes, if patrols are set up, then they could work with the shifts thing. You could set up some people to work (patrol) in each shift.
Title: Re: A night shift or general schedule mechanic
Post by: miah999 on October 17, 2013, 08:59:34 AM
A turret cost 90 metal, and can be upgraded through research to a 5 round burst fire. In my experience one turret can hold off 2-3 raiders, without assistance. But this is dependent on the raiders' armament. Higher level raids are often armed with grenades and the like that can make quick work of a turret.

And yes the number of raiders goes up, sometimes very quickly, turrets only buy you time in a large well organized raid. Your base design has a lot to do with how much time they'll buy you. A combination of sandbags for cover and slowing enemy movement, backup with turrets and a mine field, can allow 6 colonist fend off up to 20 raiders. Keep in mind you may spend much of the game with 6 or less in your colony, so even a raid of 8-10 enemies can be quite the threat without an adequate defensive line.

The thing I'd worry about with a patrol, is a single guy out on the perimeter is likely to be taken out before he can do much, or get to cover, raider seem to prioritize shooting a colonist over taking out static defenses. And of course eventually Randy Random will throw 42 raiders at you, and you're all dead.