Job Management Panel

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PnzrNorm
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Mon Feb 16, 2015 6:31 pm

So we have a Squad Management Panel that allows us to assign characters to squads and even have an easy Squad cycle button (Tab does this, in case you're unaware) that makes life controlling ppls so much easier, not to mention its a step towards raising the # of members you have under your control :D

How about a Job Management Panel accompanying this Squad Management Panel?
This panel could be as simple as a list of structures (thinking of a format that looks like MS Access) in one column and the name(s) of squad member(s) working at this structure in the 2nd column, with structures that have nobody assigned to them listing 'None'.
This panel could even incorporate a bunch of nifty features such as:
  • Clicking on structure name selects the structure and double-clicking centers the camera
    Clicking the char's name next to the structure's name selects that character and double-clicking centers the camera
    Dragging-n-dropping character portraits from the Squad Panel to the Job Panel assigns that character to work at designated structure
An interface like this would make it more manageable to oversee a huge base, especially since its possible to have 140 characters working simultaneously now, including manning turrets.

argonautis22
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Tue Feb 17, 2015 3:02 am

Sounds very convenient and practical +1!!

WCG
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Mon Feb 23, 2015 7:00 pm

PnzrNorm wrote:So we have a Squad Management Panel that allows us to assign characters to squads and even have an easy Squad cycle button (Tab does this, in case you're unaware) that makes life controlling ppls so much easier,...
We do? Hey, that's great. I wondered how people were managing their characters in different locations. Now I just have to figure out where that Squad Management Panel is. :)

Of course, I've only got 4 companions so far, so I haven't really needed it. But thanks for the tip! I didn't know this even existed in the game until I stumbled across your post.

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PnzrNorm
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Tue Feb 24, 2015 12:49 am

WCG wrote:
PnzrNorm wrote:We do? Hey, that's great. I wondered how people were managing their characters in different locations. Now I just have to figure out where that Squad Management Panel is. :)

Of course, I've only got 4 companions so far, so I haven't really needed it. But thanks for the tip! I didn't know this even existed in the game until I stumbled across your post.
If you check out the buttons to the immediate right of your squad portraits at the bottom, they'll have button labelled "Inv", "Tech", "Sqd", etc. (I always use hotkey 'T' to open the Tech panel and the tabs are also in there), and the "Sqd" button is the Squad Management Panel. You can create a ton of squads (unknown if there is a maximum # of squads), with 10 members maximum in each squad, and you can control up to 255 characters.

WCG
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Tue Feb 24, 2015 2:37 am

PnzrNorm wrote:If you check out the buttons to the immediate right of your squad portraits at the bottom, they'll have button labelled "Inv", "Tech", "Sqd", etc. (I always use hotkey 'T' to open the Tech panel and the tabs are also in there), and the "Sqd" button is the Squad Management Panel.
Thanks, but I'm not seeing that. Sorry. When I play the game, those buttons are labeled Inv, Stats, Map, Tech, and Help. I've clicked on each one without finding a Sqd button or tab. (When I open the Tech panel, the tabs are Map, Faction, Research, and Crafting.)

I just bought the game Thursday, and Steam is set to update automatically, so it should be up-to-date. (There is no option there to choose an experimental version.)

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PnzrNorm
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Tue Feb 24, 2015 5:13 am

WCG wrote:Thanks, but I'm not seeing that. Sorry. When I play the game, those buttons are labeled Inv, Stats, Map, Tech, and Help. I've clicked on each one without finding a Sqd button or tab. (When I open the Tech panel, the tabs are Map, Faction, Research, and Crafting.)

I just bought the game Thursday, and Steam is set to update automatically, so it should be up-to-date. (There is no option there to choose an experimental version.)
To find the option to opt-in to the experimental version, you have to right-click Kenshi in your Steam Library, select Properties, and there is a tab labelled BETAS to make the change.

The 'Sqd' button is only in the Experimental version is why you aren't seeing it (but I assume you already know that).

WCG
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Tue Feb 24, 2015 2:19 pm

PnzrNorm wrote:
WCG wrote:There is no option there to choose an experimental version.
To find the option to opt-in to the experimental version, you have to right-click Kenshi in your Steam Library, select Properties, and there is a tab labelled BETAS to make the change.
Yeah, I figured that was the problem, after I couldn't find the squad button. And I knew how to set Steam to use beta versions of a game. However, that option didn't seem to be available when I looked.

This morning, however, it's there. Weird, huh? Well, maybe I screwed up yesterday. It wouldn't be the first time. Thanks for the reply!

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PnzrNorm
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Wed Feb 25, 2015 1:01 am

WCG wrote:Yeah, I figured that was the problem, after I couldn't find the squad button. And I knew how to set Steam to use beta versions of a game. However, that option didn't seem to be available when I looked.

This morning, however, it's there. Weird, huh? Well, maybe I screwed up yesterday. It wouldn't be the first time. Thanks for the reply!
Thanks for calling customer support! :D

Keryyn
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Sat May 02, 2015 1:06 pm

Hi,

Will it be possible to also show some color code (just like prospecting) to give a user-friendly information about a character affinity with some jobs ? Like a good miner would get a green indicator on a iron mine (on the mouse-over pickaxe icon for example) but a red one on a medical crafting bench ?

As it improves in skill over a specific job, it's indicator would turn yellow then green to show the character now has good affinity with the task at hand.

I wonder if this was supposed to be implemented ingame. I tend to relocate my base once in a while and sometimes it takes a long time before i can remember who was doing what in my base so i can keep the same specialist for some jobs or train others if need be.

With this it makes easier to see who's good at what, although it's not really important since every character can become whatever you wish as long as you assign them the right job.

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PnzrNorm
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Sat May 02, 2015 1:52 pm

Keryyn wrote:..
Personally, I've tended towards bringing each character to a Plastic Surgeon and renaming them with a "tag" that depicts what their role is, since its possible to make any character good at anything.
For instance:
"Lab-Wee" likes Labor
"Old Soldier" is a repeat name I've used, as well as "Child Soldier" and "Solid Snake", but Snake is good as Thievery and Stealth too.
And last, but not least, "Dic Van Med" is the squad medic. :D

Keryyn
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Sat May 02, 2015 2:46 pm

I see, generic naming so that gives you the hint you would be missing.

It fits some people way of playing. I think many, like myself, enjoy giving their squadmates a more unique role with their own names and domain of expertise though.

Therefore, if naming was the only way to have an insight on who's best at what then only a part of the community would be satisfied. Then if you do think of implementing a ranking system, you would have something using both like "Old Soldier Captain" and "Over Eager Lab-Wee" ... right ? ^^

I'm thinking indeed of an UI indicator more than having to enforce labels on roleplay elements, like character names in this case. Still, everyone has its ways of playing kenshi so there's plenty of ways, i even write down some stuff or names to make sure i don't forget them when re-importing ...

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PnzrNorm
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Sun May 03, 2015 7:01 pm

Keryyn wrote:Then if you do think of implementing a ranking system, you would have something using both like "Old Soldier Captain" and "Over Eager Lab-Wee" ... right ? ^^
From Dwarf Fortress, one of my dwarves names is "Urist McLavaDiver", so yes your assumption is correct :D

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