Replace the research system with job specialists/leader system

Started by evrett33, December 26, 2014, 06:23:12 PM

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evrett33

The Research system is a dinosaur from the early game concept that is really showing its age. There is no meaningful choice involved and it doesnt bring anything to the game but a passive time sink.  I suggest throwing the whole system out and working the various buffs into a job specialty/nobility system. Instead of researching to get a +10 to nutrient synthesis a person with that skill can show up/be captured etc and as long as they are manning the comm station you get a flat buff to whatever their specialty is. In addition, while a colonist is assigned to the comm station their needs are twice a bad, so they will complain constantly about the environment and will need people to bring them food twice as often ect ect.

Example: Doug Winger was a nutrient service repair guy in a former life. If assigned to the comm station the nutrient paste dispenser is less likely to need repair and people eating nutrient paste do not have negative thoughts. In addition Doug likes to eat human meat so while manning the con the cannibal trait is shared throughout the colony, allowing everyone to enjoy succulent human flesh. While manning the comm system Doug wants people to bring him food 500% as often because he grew up as a lording and he gets negative thoughts about the cheap carpet and flimsy structure of the wood building 500 times as often.

There would need to be job for each research topic, so there might be an art instructor that gives a speed buff to crafting or a hydroponics expert who allows growing zones to work indoors while at the comm station. The time sink of the research table is still there and the player still has the choice of having comm operator or not. And this system adds an incentive to improve the structure around the comm station to keep the operator happy and having constant mental breaks. I often just build the comm station and forget about it since its only used for like 1-2 secs of running game time per visit..but now people will have to care about the quality of that environment. This could be expanded to have the comm operator require certain clothing or weapon while doing their job.

I'd also like to see the comm specialist peacefully conscripts visitors to join the colony and improve the chance of a certain type of ship visiting. The player might need to choose between someone with high social who would improve conscription and ship visits and someone with a special job skill who gives the whole colony a buff or allows for certain special buildings to function.

evrett33


Geertje123

I was 'tl;dr' before, but I gave it a shot. :p

I did not get the comm station part at all. Why would someone need to be sitting at the comm station 24/7? And what exactly in short does this have to do with the research?