I posted this on some other part of the forums, and some people agreed that a corpse furnace job (pretty much auto picking up dead bodies and well... shoving them into the corpse furnace) would be very nice to have.
Also on a side note maybe a rescue job for when you have your own beds nearby?
Corpse Furnace Job/rescue [ADDED]
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lucidmadness
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Last edited by lucidmadness on Thu Apr 14, 2016 3:21 am, edited 1 time in total.
- Hatsune_Neko
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we have a rescue button that does just that already.lucidmadness wrote: Also on a side note maybe a rescue job for when you have your own beds nearby?
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Oh heavens no.
Then Men would become unmanageable
Current computer specs.
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lucidmadness
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no you misunderstand. A job... like Shift+ click rescue to make them auto rescue
- ShadowVision
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Hmm... the problem i see with this jobs is... this can turn into a hara-kiri job. I mean - what is the "Range" for picking up corpses and unconscious guys? And when should they go?
I mean... it would be bad if they want to pick up one from both, and then they are attacked because they run out in the middle of the battle. Maybe they picked up one - and then they are slowed down. If they are miles from city / outpost away, they are a easy target for everyone. But if the range is to low, you can make it by yourself again.
I think the rescue-button does his job very well. But it should be possible to have something like this for the corpse furnace. If you are sure the battle is over, you click "collect corpses" in the furnace and the guy runs out and collect them all.
I mean... it would be bad if they want to pick up one from both, and then they are attacked because they run out in the middle of the battle. Maybe they picked up one - and then they are slowed down. If they are miles from city / outpost away, they are a easy target for everyone. But if the range is to low, you can make it by yourself again.
I think the rescue-button does his job very well. But it should be possible to have something like this for the corpse furnace. If you are sure the battle is over, you click "collect corpses" in the furnace and the guy runs out and collect them all.
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- Mattk50
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There is a solution for this. First of all, you cant burn people who are simply unconcious, it needs to be corpses. Second, when burials for your own people are implemented (if ever) then you could make it so the job doesnt grab your own factions corpses. Third, the combat problem, just make it so the character will join the fray and help fight before prioritizing corpse disposal. Range can just be visual distance probably.ShadowVision wrote:Hmm... the problem i see with this jobs is... this can turn into a hara-kiri job. I mean - what is the "Range" for picking up corpses and unconscious guys? And when should they go?
I mean... it would be bad if they want to pick up one from both, and then they are attacked because they run out in the middle of the battle. Maybe they picked up one - and then they are slowed down. If they are miles from city / outpost away, they are a easy target for everyone. But if the range is to low, you can make it by yourself again.
I think the rescue-button does his job very well. But it should be possible to have something like this for the corpse furnace. If you are sure the battle is over, you click "collect corpses" in the furnace and the guy runs out and collect them all.
Finally, theres the problem with what to do with loot, theres a few potential solutions. The corpse furnace could act like the other furnace and also put out some ore from the loot, or you could have the ai auto loot, or make it so they only take empty bodies for the job. theres a number of ways.
You must not have met many of our more sadistic users, have you?Mattk50 wrote:...you cant burn people who are simply unconcious...
Rather than making the job not grab your own faction's corpses, why not add a toggle flag on corpses to "Burn" or "Not Burn" to allow the player to choose which bodies they'd like to bury and which to burn.Mattk50 wrote:Second, when burials for your own people are implemented (if ever) then you could make it so the job doesnt grab your own factions corpses.
Y'know, for those that have preferential treatment of their enemies, or what have you.
+1 thisMattk50 wrote:Third, the combat problem, just make it so the character will join the fray and help fight before prioritizing corpse disposal. Range can just be visual distance probably.
Thinking about the mechanics of a crematorium from a viewpoint with zero knowledge of the cremation process, trying to separate cloth ashes from flesh ashes from molten slag doesn't sound feasible, so I believe any loot dumped in the corpse furnace should be lost since the player already has the option to remove loot before hand. The lazy ones can just clog of the corpse furnace's output with molten rockMattk50 wrote:Finally, theres the problem with what to do with loot, theres a few potential solutions. The corpse furnace could act like the other furnace and also put out some ore from the loot, or you could have the ai auto loot, or make it so they only take empty bodies for the job. theres a number of ways.
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lucidmadness
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If we made a button for every specific thing, the main interface would have a lot of boxes by the end of this game.
New idea for a page just for complex status/boxes/whatever you want to call it.
New idea for a page just for complex status/boxes/whatever you want to call it.
- Mattk50
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this is more an issue with the UI design itself than having too many functions, imo. the UI needs an overhaul anyways but we already see a GUI mockup that doesnt seem to be any different in function, sadly.lucidmadness wrote:If we made a button for every specific thing, the main interface would have a lot of boxes by the end of this game.
New idea for a page just for complex status/boxes/whatever you want to call it.
In reference to the "Burn flag" I mentioned, it shouldn't be a problem to alter the portion of the UI panel containing the "Defensive", "Non-Combat", "Chase", etc. flags to display different options once a character is Dead.lucidmadness wrote:If we made a button for every specific thing, the main interface would have a lot of boxes by the end of this game.
New idea for a page just for complex status/boxes/whatever you want to call it.
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lucidmadness
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I'm just noting how after a while there might be too many things clustering up the main UI for character/characters. Having a list of buildings listing the people who have assigned jobs, or a giant list of new AI characteristics, you could use this new page for anything beyond what it is right now without having to cluster the small space in the lower right hand corner.
I don't know about you, but once I get my squad population over 200 I think I don't want to micro manage them anymore. ^_^
Also you wouldn't need to have a changing status box when they're dead, you could just click it when they're alive using this new system and not have to go back to all your dead people and scroll through your giant mass of groups.
I don't know about you, but once I get my squad population over 200 I think I don't want to micro manage them anymore. ^_^
Also you wouldn't need to have a changing status box when they're dead, you could just click it when they're alive using this new system and not have to go back to all your dead people and scroll through your giant mass of groups.
I envisioned any micromanagement portion could just be another tab in the 'T' window in addition to Tech, Squad Management, Faction, etc. so that it doesn't crowd the lower-right UI.lucidmadness wrote:..
And shifting icons from one set to another just by recognizing a 'Dead' flag or not doesn't crowd it either, it would populate the exact same window, just replace 'Blocks Only' with 'Burn Corpse' or something.
Then again, I'm the micromanagement type of player. Recently picked up Startopia, which requires micromanaging a LOT more than 200 units at a time
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