More tech?

Started by Redimus, December 10, 2016, 04:16:52 PM

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Redimus

I get the impression simpler/smaller scale suggestions are much loved but I'm making this topic for two reasons;
1) I'm not sure anyone else has offered these ideas and I thought I might.
2) If they have been offered and shot down I'd love to know why.

Nanotech. Be it a more reasonable nano assembly/meta materials manufacturing station or something really fantastic like microscopic robots automatically healing wounds, regenerating lost body parts, and repairing the base. I feel like they'd really add a lot of content. Especially if there were robot uprising events that could prompt some apocalyptic grey goo sky net situations.

Genetic engineering and/or eugenics in the game mechanics. Having a tech tree(s) for planned reproduction, social systems for breeding people for certain traits, and/or designer babies would be an awesome way to implement deeper colonist customization but also add a ton of game depth if it was paired with game mechanics recognizing economic disparity and social recognition of class-ism and a gap between the haves and the have-nots. I think it'd be really entertaining to build a successful colony with advanced technology and masterrace/Übermensch colonists manning it as it gets absolutely swarmed by angry masses of impoverish/underprivileged revolutionaries.

and I am CERTAIN this has been mentioned before but:

Education/Training. A public education system to round out colonist knowledge and skills and special training systems to help with skill decay would be nice but I'd even advocate specialization restrictions. The way it sits now it's possible, but difficult, to have a single colonist be god like in every single skill. I don't think it'd be unreasonable to set restrictions to that advancing in a skill requires apprenticeship, education, time as an educator, and most importantly an active decision to leave other skill(s) permanently crippled/low so that the colonist can continue to advance in one particular field. A doctor that spent eight years in college, twenty years working the field, and another ten years teaching the profession himself is going to be a brilliant medical professional but will have purposefully spent his life avoiding the added difficulty or learning plumbing or carpentry.

Just a few thoughts. Sorry if I'm not adding anything new to the forum, I checked the common suggestion threads and tried my best to avoid the topics listed while still voicing what I feel would most add to this game.

schizmo

#1
I believe the existence of the Glitterword and all relevant Glitterworld tech is meant to keep significant technological advancements outside of the players reach, and most of your suggestions sound to me like Glitterworld technologies. Such technologies would have to be traded for if they existed at all (like robots)

I do, however, think education and training are great ideas not only for skill decay but also to train new colonists through apprenticeship.

Profugo Barbatus

Now an education system, there's something that'd be interesting. Being able to bring my people up to 3-6 crafting skill (Where they become useful for generic material processing) would be really quite useful. Although, rather than making it a mandatory thing to hit higher levels, I'd instead see it as a way for high skill colonists to bring a large number of people up to low skill level fairly quickly.

You can teach the average person to run a machine in a few weeks, you could learn the bare-bones basics about emergency wound tending (Bit of a stretch, but you can perform a heart transplant with some plants and your bare hands, so basic dressings sounds pretty low level in comparison), and you can teach a conscript the basics of using a sword or a gun with a few weeks practice as well. Perhaps the bigger inhibiting factor could be the speech skill of the teacher, which puts additional caps on the levels they can teach, as they just don't know how to convey the more complex information. Then you'd end up with people who are better or worse teachers, in addition to their level in the skill being taught.

To just throw numbers out there, Max teachable level could be something like "(TeacherSkill/2)*(TeacherSpeechSkill/20)". So a 20 speech, 20 skill pawn would be capable of teaching another pawn up to skill 10. You'll never train elite marksmen or master smiths with it, but you'll be able to make a pawn competent at some tasks, without a player getting bored with skill 20 pawns across the board. 

Redimus

@Profugo;

Why not both? A standardized education system to round out general colonist skills AND specialty training and/or apprenticeship mechanics for specialized skills.

buttflexspireling

#4
Quote from: Profugo Barbatus on December 11, 2016, 02:14:18 AM
Now an education system, there's something that'd be interesting. Although, rather than making it a mandatory thing to hit higher levels, I'd instead see it as a way for high skill colonists to bring a large number of people up to low skill level fairly quickly.

  Most players seem to be waiting for an apprentice
system where kids have the probability to experience
new Rimworld-specific malpractice problems including
black lung disease, methane madness and carbon
monoxide poisoning.