Is "Incapable of Hauling" really necessary?

Started by Sola, December 30, 2016, 03:37:10 PM

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cmitc1

Quote from: Thirite on January 07, 2017, 09:24:59 PM
That's not a very good argument. Avoiding or working around the problem doesn't fix it.

never thought it was a problem?


deslona

Solution:
Remove the cannot haul skill and make it into a forced game trait. (Could be done with other things such as cleaning).

Make hauling into a skill that has a value for example 1-4 (or whatever number).
1 - lazy ass pawn that hates hauling and will do it in the tiniest increments possible.
3 - Average pawn as it is now.
4 - a person who hauls efficiently and to maximum capacity every time, maybe even OVER capacity.
The numerical values would be hidden but could be described by new traits (or lack thereof)

New trait - Hauler XX likes to carry things around. + 25% hauling capacity.

Thirite

Quote from: cmitc1 on January 07, 2017, 09:44:41 PM
...
never thought it was a problem?
Considering the amount of people complaining/criticizing it, I think it's safe to say many do.

SheakZarnn

Quote from: ruddthree on January 06, 2017, 01:01:06 PM
Pawns incapable of hauling can be frustrating, but are also useful if you have a lot of tasks to do (i.e. someone who can't haul can stonecut, and become a great crafter, despite not being able to haul anything.)

I had about 3-4 colonists not being able to haul, and I just set them to craft smokeleaf joints whenever I had a harvest, and it went surprisingly well. You can make someone who can't haul (a half-decent colonist), into one of your best pawns in a certain area.

Since "hauling" is on the end of job list priorities, pawns almost never do hauling jobs if there're other jobs to do. It can be tuned down even further with manual priorities. On the other hand, there's no logical explanation (at least I can't find any) why a pawn would completely refuse (even when threatened) to haul things for others, when they readily do that for their jobs.