New Jobs

Started by bordas1234, December 06, 2016, 02:59:58 PM

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bordas1234

I´ve been playing rimworld since alpha 8 and its truly amazing how much this game has changed, so to start this post i just wanted to say THANKS TYNAN!

Okay, no lets go for the important part...
Rimworld is a really fun game and the start and mid game are amazing but when you arrive into the late game there is almost nothing to do more than repeat over and over the same things, so i start thinking how to spice things a little bit and i´ve come to the conclusion that we need more jobs for our colonist, the job variation is very limited and is purely restricted to the firts stages of the game when all you do is survive. So i´ve come here to propose new jobs.
1) Guards: Since a few alphas back colonist going berserk and colonist fights became very common, and every time someone starts a fight or goes berserk i would take the nearest colonist and solve the fight manually but now that fights are really often its getting kind of repetitive, so why dont assign a special job that will automatically knock down the troublemaker or would kill those annoying prisioners on the run.
2)More Crafting Jobs: Why dont specialize crafting a lot more, since having different crafting jobs would add a lot more content to the game and would add a lot more things to do in the late game. I´d reccommend this jobs btw.
-Carpenter:For those who dont know a carpenter make things out of wood
-Mechanic:He will be the one doing advanced components
-Weapon enginer: He will be in charge of doing weapons
-Mason: he is like a carpenter but instead of wood he uses stone
-Drug Doctor?:He will be in charge of making the good stuff (i would call mine Heisenberg)
-Tanner: he will tann leather so it can be used in clothe.
3)Doctors: There is a lot of different type of doctors in real life, so why dont we put different doctoring habilites?such as surgery, firts aid, prothesis(there more you in this one the better chance you have of installing prothesis).
4)Fisherman: i think his name speak for himself.
5)Manager: He will make sure that people are doing their jobs and will provide useful information about the economy of the colony.
6)Teachers: Not like a profession but letting our more experiencied colonist teach the ones that are less experiencied (for example: lets say you a level 15 miner named Roger, and not long ago you recruit a level 3 miner called Tim, Roger is and old man without sons and he wants to transfer all his knowledge before he dies, luckily Tim doesnt know a thing about mining, so Roger decides to teach him but he couldnt do it because the game didnt have that mechanic, poor Roger, he die lonely and Tim still doesnt know a thing about mining)
7)Thief: lets introduce a crime mechanic where kleptomane colonist steal from other colonist beedrooms.

To end i just want to say that english is not my firts language so take it easy with me.