Research needed for high tech jobs

Started by giannikampa, May 16, 2015, 07:41:57 PM

Previous topic - Next topic

giannikampa


As the title says, i'd suggest to have jobs for the colonists that require the ability of research as a prerequisite to be performed (research grows performing).


Mine are


-- a new job: assemble an high tech item, could require a proper table, research affects the quality and crafting affects the production speed 

-- research defines the amount of plasteel harvested from mechanoids (more research is more plasteel) and speeds up disassembling.

-- research can be teached as a manual order PLUS there is low chance to get triggered in conversations. Only the student's research level can grow and it can't become higher than the teacher's.



Hope you like these and have your own suggestion to add.




And as always.. sorry for my bad english

Toggle

That is a... lot of blank space... And lets see...

1. That could actually work, although it would require an actual item to be made that has use, as everything you usually can use to make money has uses otherwise. Research would be knowledge, so being knowledgeable on it would effect it's quality.

2. For mechanoids, I'm pretty sure crafting is the skill used, and I don't see how research would increase the amount of plasteel. The mechanoids are made out of it, even having more knowledge wouldn't create more, although in the context of "Usable" materials it could be, as some is unusable because of un-knowledgeably taking it apart.

3. Interesting, I'd say no to the manual part just because research could be better levelled up researching things. The teacher, student part I'd say yes to but I would imagine it would be difficult to add.
Selling broken colonist souls for two thousand gold. Accepting cash or credit.

giannikampa

@ZOMBIE2

1 in my mind an hi-tech item could be the personal shield and/or the armor vest.

2 yes as you say i think that disassembling a mechanoid should require a proper skill in order to get plasteel from its hi-tech devices and, in addition to crafting, affects speed: a non researcher should require forever to disassemble such complex things.

3 teaching a skill, even as a manual order, gives a nice deepness imho. I see it a borderline job, so you can't schedule it but you can force it. Still it can happen spontaneously (properly balanced). The "student can't override his teacher" worths the effort of coding the mechanic of the event. As you said: research as knowledge that can be transferred to others. Looks so clever to me.



And as always.. sorry for my bad english

Toggle

1. Armour vest would be more tailor, as it doesn't require technology, the shield though, that could work.

2. I think they just basically tear them open with hammers, but owell.

3. That sacrifices 2 people with research skills though, and wouldn't really fit when it comes to priorities.
Selling broken colonist souls for two thousand gold. Accepting cash or credit.

giannikampa

Quote from: Z0MBIE2 on May 17, 2015, 09:29:59 AM
1. Armour vest would be more tailor, as it doesn't require technology, the shield though, that could work.

2. I think they just basically tear them open with hammers, but owell.

3. That sacrifices 2 people with research skills though, and wouldn't really fit when it comes to priorities.




1. I can think of repairing damaged weapons as well, there are so many hi-tech action you can address to a wise man

2. Yep, so if you just hammer a mechanoid you'll get less precious plasteel

3. As i described and imagined there would never be priorities of any kind: either the player forces "teaching" action and/or randomly it gets triggered in a "social chat" if prerequisites are met.

Still hope many likes the main idea and add their own expands
And as always.. sorry for my bad english

Grenadier33

Quote from: giannikampa on May 16, 2015, 07:41:57 PM


-- research can be teached as a manual order PLUS there is low chance to get triggered in conversations. Only the student's research level can grow and it can't become higher than the teacher's.



Hope you like these and have your own suggestion to add.

Kinda related: for teaching, maybe an additional skillpoints increase if a two pawns are working near one another, doing the same work. 

For example, several miners digging within close proximity of one another, one with a 15 mining skill and several with 5 mining skill.  The lower skilled miners gain their skillpoints as they usually do, but also gain a slight boost to their points gained by being near the 15 miner, the amount maybe dependant on the level difference (the greater the gap in levels, the larger the bonus).  An apprentice working a trade in real life learns not only by doing the job at hand: they're watching and emulating the guy/gal they're working for, who has had years or decades of experience.