shackle66
Survivor
Founder
Building a new nation, one Social Decree at a time!
Posts: 14
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Post by shackle66 on Nov 17, 2017 13:57:03 GMT
With regard to the prelim patch notes for 0.0.8: Employment system tweaked: Now when you construct a building, rather than ticking a single box to hire everybody, you must manually employ workers one by one. This is to encourage players to use differing numbers of staff.In my experience so far I don't need any encouragement to start using different numbers of staff As when things start to go wrong.. i.e. I am building to quickly so I don't have enough people to work the buildings or some failure has lead to a wave of deaths, quickly reducing my population... I find I am going from building to building 'locking out' the employee slots, and generally juggling the workforce around to prioritise repair shacks or green houses etc... When I first build I always want all available people to work the new building. Maybe different scenarios in the future will change this like starting with less people, but for now I feel this would just be making more 'clicks' to get things going. Perhaps if I were able to set the number of employees when I place the building to be built this may be of some use. My builders could complete the building and only x employee slots would be 'unlocked' once it was complete. What would be useful for those 'panic' times would be a 'lock all but one' button so I can quickly free up employees. When I am going from building to building in 'panic' mode trying to release employees this is probably the most frustrating aspect of it. Then again, maybe you don't want to make things to easy, it does add to that panic feeling
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Post by ScottFarRoad on Nov 17, 2017 19:24:51 GMT
I think you might be in the minority in exercising fine-control over your employees like that. Watch most Youtube vids and people generally hire the max amount for everything and rarely tweak it. But this change is a little controversial and to be honest I'm not 100% sure it will make it into 0.0.8. We might revert it. Needs more play-testing first.
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shackle66
Survivor
Founder
Building a new nation, one Social Decree at a time!
Posts: 14
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Post by shackle66 on Nov 17, 2017 20:37:18 GMT
I only need this fine control when i try and push the town model to anything but centralised. i.e. outposts or experimental 'linear' towns and I totally appreciate there are still a lot of changes to come. But i obviously have far to much time on my hands as i did this: (Apologies Nani, messing about with your fine gfx again ) I guess it does depend on how important employee management will be as we become able to grow bigger and bigger towns. At present with a pop cap of 250 there are only 20-30 buildings that have employees to manage, double this and the individual building controls will have to be well refined or we will need to mange them centrally, or by worker groups? I guess this all depends on how you see this aspect of the game developing long term. I'm sure it will be an interesting challenge however it develops
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