Job/skill "adventure" wanted

Started by Marcm, October 26, 2014, 08:52:50 AM

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Read below then share your judgement with us

I want that too
Dont know what to make of this
No, not gona happen.

Marcm

Problem: Colonists will run a hole day/long distance just for something high priority job (like fire fighting) or item (like a single "packaged survival meal").

Sollution: Add a skill like "expedition" or "adventur" to define "away teams" aka if a colonists will and may leave the local home region on his own. Also this then can be selected as duty.

Background: I had two little satellite bases to clean up siege leftovers that i did not want to fall into the hands of the next siege party. Ofcourse these where (seperate) home regions. When i had a fire at one of these something odd happend:
I had 3 colonists at that satellite base who could have managed that fire easily by themselves but by the time the first 3 fire spots where extinglished colonists from a days walk distance away had tagged all the remaining flames as their duty, the 3 local colonists stopped firefighting and half my main base colonists, far away, droped their local duty to jurney to that far away fire. Ofcourse you can fix that manually but you will have to do that over and over again or undraft(idle) your hole base. Sounds like no problem but imagine you have 2 fires at same time, one at your main and one at your satellite base. :'(

Btw.: This could add a nice new immersion game element when colonists with low "adventurer" skill get a mood penalty for being "alone in the wild" while colonists with a high skill will get a mood bonus for "going on adventure" again.

Noobshock

I like the idea behind it, having some level of control over who gets to adventure out of the base, and how it affects them, I'm not sure if that is the ideal way to implement it, but yeah, something like that would be good.

Marcm

This would also likely be very immersive/helpful for the later added borealis (cold) binomes.

Igabod

I had an idea to fix the same problem. Just add a tab to the colonist panel that gives you the option to set max travel distance of each individual colonist (using their bed as the center from which they measure the travel distance). This way, you can give 2 colonists a small hut with a couple beds assigned to them all the way on the other side of the map. They would behave as they normally would back at the main base, but all their duties would be performed at the auxiliary base and they would ignore any duties that are assigned outside their max travel distance. You would of course also be able to set no limit on their travel distance and they would behave exactly the same as they currently do.

Obb

Quote from: Igabod on October 28, 2014, 10:25:17 AM
I had an idea to fix the same problem. Just add a tab to the colonist panel that gives you the option to set max travel distance of each individual colonist (using their bed as the center from which they measure the travel distance). This way, you can give 2 colonists a small hut with a couple beds assigned to them all the way on the other side of the map. They would behave as they normally would back at the main base, but all their duties would be performed at the auxiliary base and they would ignore any duties that are assigned outside their max travel distance. You would of course also be able to set no limit on their travel distance and they would behave exactly the same as they currently do.
Something like this would be good, yes.

Also, Maybe make it possible for two or more colonists to attend to an individual fire spot? Or else change the duty prioritization system to be more dynamic; closer duties become somewhat more prioritized, to the extent that very distant fires may even be less of a priority than lower but closer duties like doctoring.