Characters running back to job

Discussion of gameplay issues and experiences, game balance and suggestions for tweaks and modification of the existing systems.
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afflikshon
Posts: 10
Joined: Sat Jun 15, 2013 5:57 pm

Thu Jul 04, 2013 7:31 pm

I'm posting this here since it's more of a gameplay issue than a bug. I'm having trouble in that all my team keeps running back to their assigned primary job in my own town, even if my town is very far away. For example, I built a town between Catan and Brink. After my team gets to Brink, they turn right around and auto-run back to my town to keep performing their job.

Shouldn't there be a proximity value, above which they will not run back to their job? THEY'RE SO EAGER TO WORK.

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f03n1x
Posts: 112
Joined: Fri Apr 05, 2013 11:46 am
Location: New Zealand

Thu Jul 04, 2013 8:03 pm

hmm it seems like its a bug or maybe a glitch with the current jobs mechanism I'm assuming what that would do for building would make your character no matter how far you are run back to base to build but that's only a guess I have yet to actually try it out.
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Marilous
Posts: 140
Joined: Thu Dec 20, 2012 4:54 am

Thu Jul 04, 2013 10:41 pm

I love it because when I imported my game after the mini update they all went back to work and they can fight battles without me having to sort out who was doing what even if they chased some guy who broke his arm. Now if I could just assign a medic my town could run itself while I just ran around willy-nilly.

onlilife
Posts: 6
Joined: Thu Jul 04, 2013 11:17 pm

Thu Jul 04, 2013 11:55 pm

afflikshon wrote:I'm posting this here since it's more of a gameplay issue than a bug. I'm having trouble in that all my team keeps running back to their assigned primary job in my own town, even if my town is very far away. For example, I built a town between Catan and Brink. After my team gets to Brink, they turn right around and auto-run back to my town to keep performing their job.

Shouldn't there be a proximity value, above which they will not run back to their job? THEY'RE SO EAGER TO WORK.
I like this job system a lot, don't have to personally micromanage quite a lot of things, just have to check on some of them once in a while. You can always cancel their job first, after you have finish whatever you wanted them to do then reassign it back, you find that too troublesome or something?

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PnzrNorm
Posts: 1182
Joined: Mon Apr 15, 2013 5:52 am
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Thu Jul 04, 2013 11:59 pm

Marilous wrote:I love it because when I imported my game after the mini update they all went back to work and they can fight battles without me having to sort out who was doing what even if they chased some guy who broke his arm. Now if I could just assign a medic my town could run itself while I just ran around willy-nilly.
Hold Shift + Hold Right-click over a friendly, highlight First Aid, release Right-click.

BOOM! You can assign Medic as a permanent job.

Also to add my two bits to this overall post. I'm encountering this as well as I send my team out on "weekly expeditions" since my outpost is in the middle of nowhere. Just became a habit to cancel everyone's jobs whenever you leave town.

afflikshon
Posts: 10
Joined: Sat Jun 15, 2013 5:57 pm

Sun Jul 07, 2013 8:02 am

Yeah it's no problem if you prefer to leave your team at base; however, when taking an team-wide expedition, this becomes quite cumbersome. Seems like it'd be straightforward to have some sort of proximity value for when your team actually runs back to their job (i.e., they won't automatically do it if more than 500 meters away from the job site).

Marilous
Posts: 140
Joined: Thu Dec 20, 2012 4:54 am

Sun Jul 07, 2013 2:05 pm

Woah I didn't know about being able to make medic a permanent job, thats awesome, I won't have to play anymore until there is more threats around if I could get them to put stuff in the shops i could just let it run lol.

BraverThought
Posts: 8
Joined: Tue Jul 02, 2013 3:53 pm

Sun Jul 07, 2013 2:40 pm

Its not a bug like the original poster said, how ever after using the auto work system, that works great. I suggest an on duty off duty option so that i can pick a guy to pick up a guy to take him to town with out him trying to man a machine in the process. Once at town and after i drop off a guy or buy some gear. An easy 1 click option to tell him to get back to his assigned work would be great.

Ginrikuzuma
Posts: 1
Joined: Fri Jul 12, 2013 6:02 pm

Sun Jul 14, 2013 12:29 am

BraverThought wrote:Its not a bug like the original poster said, how ever after using the auto work system, that works great. I suggest an on duty off duty option so that i can pick a guy to pick up a guy to take him to town with out him trying to man a machine in the process. Once at town and after i drop off a guy or buy some gear. An easy 1 click option to tell him to get back to his assigned work would be great.
This really. It seems like a pain in the ass to re-assign everyone their jobs (in my case I tend to give people 2-3 jobs so when the first job is not possible [say I have them engineer and nothing needs building for example] they do their second job instead. But having to delete multiple jobs on multiple people constantly is not very convinient.

So I highly agree with BraverThought here. A way to turn off and on everyone's jobs without un-assigning them would be great.

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Fat Pokemon
Posts: 22
Joined: Mon Apr 29, 2013 7:14 am
Location: Australia, Victoria

Sun Jul 14, 2013 2:16 pm

Marilous wrote:Woah I didn't know about being able to make medic a permanent job, thats awesome, I won't have to play anymore until there is more threats around if I could get them to put stuff in the shops i could just let it run lol.
It's good when you assign everybody as a medic, so after combat everybody will just fix themselves up automatically.

Yograin
Posts: 15
Joined: Fri May 03, 2013 5:35 am

Fri Jul 19, 2013 11:41 am

I think its better to have few dedicated doctors rather than everybody bandaging self.
- they dont need inventory space for medpacks
- doctors skill up faster
- when females get introduced you can have nurses!

marches58
Posts: 20
Joined: Sun Oct 27, 2013 8:09 am

Sun Oct 27, 2013 2:11 pm

I agree with OP on two specific situations.

Scenario 1: I'm recovering from a bandit raid at my primary base. Lo and behold there's a bounty among the dying. I select a healthy squaddie to pick him up and direct him to go up the hill to the nearby town. It'll take him a while. I go about business on base, get attacked again, whatever, I lose track of time. By the time I think about the guy I sent to town for the bounty, he's halfway BACK from town on his way to his research bench. It goes something like this:
Me: "Dammit, Truth! I told you to go to town!"
Truth: "Yeah, boss, but you also says to me I should do research."
Me: "Yes, when you're ON BASE, do research. When I tell you go to town, I want you in town! Now take your ass back to town!"
Truth: "But, boss, what abouts the research ben-"
Me: "Forget the damned research bench!" [click]

When the camera is a certain distance from a base, you lose the base info box in the bottom left corner, so maybe jobs can work similarly? Outside a certain radius of base, they'll ignore their jobs?


Scenario 2: We're setting up a new base. My engineer/stone processor operator has completed the stone mine and processor and was working on the bunkhouse when he ran out of materials. I send him to town to sell some loot. I've got 4 bodies working the stone mine. My attention is elsewhere. Before I know it, the miners are running to the old base's stone processor to deposit their stone. I think it would be beneficial if the default was that laborers stuck to the base where their assigned job was.

I may be wrong, but I think the problem in scenario 2 was fixed after I toggled the power switch to the processor in the old base.

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