Any other point buy system would have the same issues. Prepare carefully does have a point buy system (its on the top right of the character creation i think). That is what makes this game fun (to me, at least) - and I wouldn't have to reroll pawns for ages until I get an acceptable cook. Now I have a pawn with inbuilt weaknesses that I have to play around. But with a point-buy system (or something similar) I don't get freebies anymore: If I want a specialized cook, I can still have it, but I will have to pay for it (in form of other skills/traits/background/.). I for one can't play with prepare carefully - my pawns inadvertently end up too strong, because I always try to optimize my pawns and lack the self control to balance them appropriately. That is a trade-off that can be balanced around, and it limits the creation of super pawns. He'll be doing great when he can cook, but be useless during raids, or the first few days where you don't have much of a food supply. If you want to specialize a colonist so he can only cook, fine. Skills were set at 5 different levels (0, 5, 10, 15 and 20), and measurements of statistics were taken under these circumstances: completely health, no eyes, no arms, anesthetic, no right eye + no right arm (for verification).įinal value = Start value x Sight factor x Manipulation factorĮxample: Construction success chance, 100% Start value, 90% Manipulation, 70% Sightįinal value = 100% x (0.7 + 0.3 x 0.7) x (0.7 + 0.3 x 0.9) = 100% x 0.91 x 0.97 = The point of a point-buy system (pardon the pun) is that you have to pay for what you get. Measurements were taken on 5 colonists, each a 18 year old punk. Note that consciousness doesn't influence any of those statistics directly, however it does affect Manipulation. I assume final value is capped at 100% (upper bound) Value capped at 100% (upper bound), factors apply after cap My measurements on body function influence on colonist work: Incapabilities due to backstories present similar issues. Then you have the issues of age, which has its own subjective risk/reward (young are a lot healthier, better immune systems, and less likely to develop frail or bad back on their birthday, while older get way more skills and passions, but deal with health issues) which people value differently. which would undermine the system, because so, so many people would just write it off as a subjective system created by one (group). Just look at the threads "weighting" the skills from the time before A17.tons of different ideas on each skill. If you weight the skills according to their worth, then you deal with the community having vastly different ideas of the worth of individual skills. This guy is a crafter who will sit at a table? lets give him some ear and nose and leg scars so we can get some more points! This guy will just cook in the kitchen? 0 in all skills except cooking (its a full time job) except cooking as high as it'll go and maybe a couple points in shooting. If you weight skills equally, then you deal with hyperspecialization, everyone reducing melee to 0 (along with any other skill they don't want on that particular pawn) just to squeeze out a few more points of a certain valued skill. Even then though, hyperspecialization or skill weighting and subjective value will throw any attempt at quantifying skill worth out the window. Obviously you'd need progressive costs per skill, with higher levels costing more. time to polish my excel skills and getting used to "Prepare carefully". PS: Now you actually got me interested in this as well. I think those proportions should be mostly linear anyways (like: 0%-100% manipulation maps to a 70%-130% construction speed factor, multiplied with all other influencing factors, or something along those lines). Could of course be measured with dev mode, detailed character sheet (Stats) and calculating differences. None that I know of (the wiki might have some information, but I don't think its complete). Is there a list that shows exactly how much each body function (consciousness/sight/manipulation etc) have on each action taken by a pawn? But for a rough guess you could take a look at the detailed character sheet (category: Records), tracking the differences over some days. Well, one could write a mod that records these kinds of stats as needed. Is there a way to find out how much time a pawn has spent moving in a day? (More specifically, how much time is spent walking/working/resting)
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