Sterga
New Member
- Messages
- 15
... especially for new players.
Remove Workers:
I'm not sure why this job even exists. It adds some micromanagy BS which I thought was the opposite goal of Sim Settlements and makes the new player experience more awful. Just looking around the forums, it seems other people are having problems with Workers thanks to the auto-job enabled by default.
The solution to auto-assign shouldn't be "turn this mess off" otherwise, why even have this function. Without Workers existing, auto-assign goes to being fantastic or at least useful.
Plus, it makes learning how to Conqueror easier if things just work. It probably doesn't take much to figure out raising the caps bar can be done by dropping down commercial plots... Not really sure if the bullet bar is a good indicator for industrial plots. BUT if someone is new and experimenting, they'll probably be able to figure it out by simply dumping down different plots how to raise that bar.
Gimping a new players by stealing their Warriors seems counter-productive. It's not like you can use Workers in Vassals and I thought the goal was to have Outposts be more of a military base with Vassals doing the farm / commercial / industry support. There are already four options for those other plots (or two for Liberators).
Not having Workers also saves on settlement size. You already need to have something for Warriors to be assigned on since the default max unemployed is three. That's already 12 plots just for Warriors before martial plot needs and whatever you would assign a Worker to. If you wanted to use residential plots as well...
Multi-Warrior plot:
I don't know / care what kind of plot this would be, just something where I could assign five Warriors to one plot for jobs. Something to save space on settlement size and if I lose a bunch of Warriors, doesn't cripple my gang too badly with the sudden employee reduction.
Patrol mats:
Like the guard mats in the base game, coupled with auto-assign, this would make dealing with / learning to patrol a more pleasant experience for players. How it could work: Drop down a mat for whatever settlement you want your recruit to patrol and it magically happens. I.E. you are in Sanctuary and drop down a mat "To Abernathy" and the recruit automagically patrols between Sanctuary and Abernathy. Probably doesn't need to be a mat. Could be street signs or cork-boards. Bonus: I don't have to be annoyed by multiple, sometimes slow-ass, popup menus.
Conqueror HUD and Plot Preview tweaks:
Colors would be based on the plot type. Bullet bar would be yellow, Farm bar would be red(?), and Caps bar would be blue. Add the HUD icons to the plot preview. (Bullet to industrial, caps to commercial, whatever the farm icon is to agriculture.) These are just little hints at what people should be building to fill up the bars without having to look it up.
Remove Workers:
I'm not sure why this job even exists. It adds some micromanagy BS which I thought was the opposite goal of Sim Settlements and makes the new player experience more awful. Just looking around the forums, it seems other people are having problems with Workers thanks to the auto-job enabled by default.
The solution to auto-assign shouldn't be "turn this mess off" otherwise, why even have this function. Without Workers existing, auto-assign goes to being fantastic or at least useful.
Plus, it makes learning how to Conqueror easier if things just work. It probably doesn't take much to figure out raising the caps bar can be done by dropping down commercial plots... Not really sure if the bullet bar is a good indicator for industrial plots. BUT if someone is new and experimenting, they'll probably be able to figure it out by simply dumping down different plots how to raise that bar.
Gimping a new players by stealing their Warriors seems counter-productive. It's not like you can use Workers in Vassals and I thought the goal was to have Outposts be more of a military base with Vassals doing the farm / commercial / industry support. There are already four options for those other plots (or two for Liberators).
Not having Workers also saves on settlement size. You already need to have something for Warriors to be assigned on since the default max unemployed is three. That's already 12 plots just for Warriors before martial plot needs and whatever you would assign a Worker to. If you wanted to use residential plots as well...
Multi-Warrior plot:
I don't know / care what kind of plot this would be, just something where I could assign five Warriors to one plot for jobs. Something to save space on settlement size and if I lose a bunch of Warriors, doesn't cripple my gang too badly with the sudden employee reduction.
Patrol mats:
Like the guard mats in the base game, coupled with auto-assign, this would make dealing with / learning to patrol a more pleasant experience for players. How it could work: Drop down a mat for whatever settlement you want your recruit to patrol and it magically happens. I.E. you are in Sanctuary and drop down a mat "To Abernathy" and the recruit automagically patrols between Sanctuary and Abernathy. Probably doesn't need to be a mat. Could be street signs or cork-boards. Bonus: I don't have to be annoyed by multiple, sometimes slow-ass, popup menus.
Conqueror HUD and Plot Preview tweaks:
Colors would be based on the plot type. Bullet bar would be yellow, Farm bar would be red(?), and Caps bar would be blue. Add the HUD icons to the plot preview. (Bullet to industrial, caps to commercial, whatever the farm icon is to agriculture.) These are just little hints at what people should be building to fill up the bars without having to look it up.