I want an easy to build all in one solution. At least for the early game. If it can also be customized, that’s ok too. I see this much more from the RTS and componentized city building than from beautification or customizing.
I also would pick the simplest coding paradigm, knowing that later versions might break game saves, in order too get the game out sooner and get true feedback from actual game play.
I do have one question though? Who builds the Carpenter’s Workshop? A Worker?
Does the Carpenter, build the workshops for other classes? And so on?
I’d guess that from one of the plans that you start with say 5workers and a saw you’d do the basic felling and construction then appoint a worker to become the carpenter then hee’d build his own workshop and have him construct the tool to appoint some classes and they’d make there own workshop
It sounds as if the worker would build the carpenters workshop, and then you would reclass one of your guys to the carpenter. This would prevent the pitfall of creating a unit without the materials etc. for that unit to use.
That is how Timber and Stone does it. But it does not seam like that is the mechanism in Stonehearth. @Geffers747 has what I think the Devs have been saying. I’m asking because this has interesting effects on game play. The workers create a carpenter. The carpenter can upgrade himself. The carpenter creates other workshops thus creating other classes, they inturn, can upgrade their own workshops. Does the carpenter create all level one workshops or is there some chaining between classes?
I’m sure I’m too late to the party on this one… However, I like the all-in-one ability to just have your workshop built - makes it really easy for new players and also makes it easy to get it set up at the beginning of a game. However I reckon there needs to be a way to modify it afterwards. For example, what if i need a bigger inbox or outbox. It would get a bit annyoing if my carpenter ran out of wood every 2 mins in the inbox.
So, I guess what I’m saying is I reckon all-in-one is best, provided we can modify things in the space once it is placed.
The workflow the way I understand it is that:
A worker (level 0 unit) builds a house then build the carpenter workshop according to a blueprint that you may modify.
There is a saw on the workbench that you click to select any of your workers level 0 to promote to Carpenter (level 1 unit)
The carpenter can then be asked to craft items necessary to build other workshops if the resources are available.
I think the best option would be something similar to a pre-fab all-in-one that can be plopped into the world for the benefit of new players, but more advanced players can choose to adjust the size and the positions of the workshop items.
agreed… im thinking primarily about new users, and their first impression… something as significant as the first workshop they’ll create has to just “make sense”…
however, once a player has gotten past that hurdle, and is more comfortable with the mechanics, giving them those levels of creativity and customization is also a huge win…
In the end, if it comes down to one over the other, I’d rather have restrictive workshop building that is easy to understand for beginner players and doesn’t drive them off, and that can be easily modded to make it customizable for more advanced/ambitious players (meaning probably everyone on these forums)
To make it easier for our novice players/new comers, should we then make fully pre fabricated buildings for each of the workshops as if they can fall short placing 4/5 items where they wish then the building scope would be too difficult for them, or alternatively we could not compromise on our ability for individuality for the ease of new players and do what minecraft did, they had a how to section on their website (its how I first learnt to do anything and watched all of the how to survive and thrive) or make a tutorial kingdom which walks you through how to do things like stronghold 2 did.
Or if the prefab is useful for speedy set up then use a similar system to the building ui at current and have the option to plonk down the pre made room or to place eacb component anywhere you want.
This last one would be hand for new users as it would match the building ui and be a simple click system to make a workshop. (Phew im outa breath now)
Will the size of the workshop influence the output of the workers?? like, bigger room to work, then the happines/morale of the worker it’s higher and he makes furniture faster and better??
so you can have a basic workshop in a 7x7, and you can upgrade it to a maximun size of 25x25, where every new row gives a 2% increase in speed and quality (so the max it’s a 24-25% of improve)?? OR the system to upgrade the workshops will require automatically more space??
@Raistlin well it is kinda easy… they have to walk to gather materials and walk between steps … so if they give us the ability to move the parts of the workshop around and we move them apart, it will slow down.
I would like to say yes the size would influence the output. bigger more morale but slower construction (possibly even better construction). smaller quicker but poorer construction and lower morale?!?