Skill combinations for jobs

Started by Lightzy, December 31, 2016, 07:47:07 PM

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Lightzy

The very best thing would simply be to add new jobs, specific to 'weaponmaking', 'armorsmithing', 'electronics', etc, (move some shit out of crafting fgs), and have pawns be able to build stuff accordingly.
(Say, something like a solar panel would require your builder to work on it, but also your electrician, and the combination of their skills would determine ultimate build quality/speed. And your gunsmith probably wouldn't be the same guy who sews your hats. Different skillsets there).


BUT barring that (or in addition), I think it'd be awesome to have jobs that require skill combinations. Lets say to make some drug you'd need a combination of botany skill and cooking?

Well it's an idea

darkrage000

I do like the idea of requiring different levels of skills to accomplish a task properly....
but i know i would hate it when it came time to actually need something built  ;D

Lightzy

Quote from: darkrage000 on December 31, 2016, 08:43:02 PM
I do like the idea of requiring different levels of skills to accomplish a task properly....
but i know i would hate it when it came time to actually need something built  ;D

The point isn't that things would be just more complicated.
The point behind adding more skills and jobs is that things would be more specialized, thus making each playthrough a lot more unique (right now it's basically all the same).

Say you're in a situation where you have no electrician, so you just have to play a colony without  very advanced electrics for a while, try to survive that way. Have to use all kinds of workarounds, find batteries and stuff if you really want. But generally protect yourself more tribal style for a while, or even just keep on that way.

It's not that this stuff doesn't already exist in the game to a certain extent. If you have no farmer then you have to scavenge, hunt etc. Different solution. (Well except not really because it's designed so you don't NEED a farmer, a guy with 3 in farming is enough).

I think the game is very "simplistic" right now, where every problem has generally one solution, because there is not enough content in yet. When there'll be more content, you could expand jobs and have more playstyles I guess.


glob

making medicine already required 7 in medicine and 3 in crafting

Deer87

Although I like the idea in theory, Im afraid it will make crafting stuff needlessly complicated when your pawns suddenly need two specific skills instead of one. You may have a lvl 20 constructor, but because he is dumber than a doorknob, he will not be able to never be able to build something more advanced than said doorknob.
This is not unrealistic, but with a very limited number of pawns at your disposal, it will be too limiting, imo.

A good example would be the first Total War games, where you needed a high lvl spear maker, a high level stable AND an armorer in order to produce heavy, lance-equipped cavalry. It makes very good sense, but as gameplay it was hell to figure out what you needed, and took so long that you usually settled for something simpler and cheaper. Again, it makes sense, but Im not sure it will make the game more fun.

daduhweewah

making medicine in the game already requires ONE pawn to have two skills.

I would like to see more skills in the skill tree and breaking apart the link between smith, tailor and crafting into their own individual skill levels.

I don't like the idea of having two pawns needed to craft one item though, but to have electrician and wood worker and weaponsmith etc I am in favor of and think it would make things a bit better.

But then again, the game settings make the colony population 13-18 which doesn't allow for that many different types of pawns, which may be why things are kinda clumped together,

schizmo

Similar to medicine I think combined skill requirements should be reserved for crafting higher tier items, whether that means existing ones like power armor or new items that haven't been added yet. Its a good idea

Lightzy

Quote from: schizmo on January 02, 2017, 12:42:55 PM
Similar to medicine I think combined skill requirements should be reserved for crafting higher tier items, whether that means existing ones like power armor or new items that haven't been added yet. Its a good idea

I agree.
But I MUCH prefer the other idea, in the other thread (stolen from Judgement), where if you want to make high tier items, you have to specialize a pawn in making them, and specialize him in exclusion with other specializations.