RimWorld

RimWorld

[JPT] Human Resources
Wololo 2 Mar, 2021 @ 6:17am
Feedback & suggestions
hello there!

I allow myself to make this topic to express what I feel about this mod and some suggestions for improvement.

This is just my opinion and what I think could improve the mod and the user experience.

The only big problem with the mod in my opinion is that the pawns always have to study (and when you play with a lot of mods, you don't stop). Basically, the more technology I have and the more pawns I have, the more micro-management there is and it gets very complicated.

The idea that crossed my mind to try to solve this problem, is to make a big category that includes the technological level.

For example : a pawn would have the category "industrial construction" which would allow it to build all the industrial level building (of which you have the technology of course) without having to make a technology study.

The same thing for the crafts and medicine.

Where it could be interesting is to make the improvement of the level of the technological category.

already a technological prerequisite for upgrading based on the vanilla technology tree: using my example of the builder :
- base : neolithic
- forge : medieval
- machining: industrial
- advanced assembly: spacer


a neolithic level pawn would have a lot of trouble learning how to build a spacecraft for example, we can imagine that if the basic technological level of the pawn is too low, that it has big problems in learning studies of too high level (I'm not sure that a caveman learn easily how to build a spacecraft even if he has a good memory and it's making a great stool).

if the difference in technology is too high we can imagine something similar to weapons: a failure that prevents the studies and therefore advance in technology for x days.

moreover it would allow a mod like hospitality to add interest by wanting to recruit some pawn rather than taking the trouble to form a tribal?

we can also imagine having more than one level.

For example, at level 1 of industrial construction technology, my pawn has a 50% chance of succeeding in construction.
at the last level of industrial construction, no malus (as in vanilla)

It would allow me to reduce the micro-management while giving importance to the technological level and the competence of the pawn.

This is the main part of what I can suggest in relation to my experience with this mod.

After, I wouldn't be against a random search system according to the pawn, (a builder will search for technologies that unlock new building randomly or semi-randomly for example) but that's just because I like to play with a random search so I don't always play completely the same way.

Oh and we can imagine a harcore system where you need a spacer level pawn to search for spacer technologies etc ... so you need a new pawn to unlock the higher categories (I need a medieval pawn to search for medieval technologies so that my neolithic builder can increase the work technological category ).

Why not also raids that target your library? technology thieves? raids would aim to destroy your library and steal your books/servers?

That's it, it's only my opinion, do what you want with it.

I love this mod, it's just that I find it too much too heavy in micromanagement.

Thank you for reading, I hope it will be understandable, I don't speak English very well and I wrote this message with the help of a translator, so sorry if it's not quite clear.
Last edited by Wololo; 2 Mar, 2021 @ 8:22am
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Showing 1-1 of 1 comments
jptrrs  [developer] 10 Mar, 2021 @ 8:06am 
Thanks for sharing your thoughts, revan. Don't worry, I could understand it perfectly.
The only big problem with the mod in my opinion is that the pawns always have to study (and when you play with a lot of mods, you don't stop). Basically, the more technology I have and the more pawns I have, the more micro-management there is and it gets very complicated.
The mod was designed exactly for that. Making managing your colonists a deeper affair was our goal here, so what you say means we achieved it. That makes me happy! But, of course, I'm aware it won't be everybody's cup of tea. I can only hope that goal is well communicated to people before they sub it, and that's the reason for warning #3 on the description.
That doesn't mean your suggestion isn't valid at all. It's just that it would be a different mod from this one.
Regarding the representation of varying technology levels between the pawns and the stuff they're supposed to make, that is already taken into consideration into the speed in which they study and research. I feel like transporting that "handicap" to an actual obstacle to performing the tasks would be very frustrating to the player who's trying to get things done.
But thanks for trying the mod!
Last edited by jptrrs; 10 Mar, 2021 @ 8:07am
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