any improvement in their time on-task, at least on early machines, is easily outweighed by the downtime they create in taking priority and forcing task shuffling with operators. In my own testing I agree with you though, you're actually better off just using operators until you need the specialists for the advanced machines. regular operators can't use those at all. The more advanced(and usually super-fast) workstations require specialists too, i.e. Originally posted by PollyWahn:They should work noticably faster with operations associated with their specialty(can't recall the exact % from the top of my head though). I only hope that, by shining light on the situation, I can either help the devs identify a problem that needs to be corrected in order for the game to fulfill their intention, or, failing that, that a developer might be willing to further educate me on some element of how Specialists are intended to function that is already in the game, but that I have simply missed. I wouldn't be digging this much into the nuances of it otherwise. I don't bring all of this up to attack the devs at all. The only remaining possibility is that the R&D tree is not structured correctly, but I can't imagine the devs would have done something as glaring as not attaching codependent R&D advances to the same tech node. And yet, that baseline benefit does not appear to actually exist in the actual running of the game.Ĭonclusion: The more I play the game and examine its behavior and how its details are structured, it becomes increasingly clear that Specialists cannot possibly be working as intended. There is no other apparent possibility for what "baseline benefit" could be provided by Specialists. Increased walking speed wouldn't make sense, since that has nothing to do with what they are specialized in, nor would slower energy decay, nor any other bonus unrelated to using particular workstations. That Wood Specialists would be more efficient when using, say, a basic circular saw, or a wood bending station. Obviously, the clearest "other benefit" would be increased efficiency when using basic machinery associated with their specialization. Specialists become available first, and in a tech node that has no purpose other than to unlock access to Specialists, meaning that they are intended to provide some sort of benefit in addition to their ability to use advanced machinery. If Specialists' only advantage was being able to use advanced machinery, and since advanced machinery cannot be used without a Specialist, then these two options would become available to the player at the same time.
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