project-navigation
Personal tools

Author Topic: Scientist, Medics, and Workers  (Read 4158 times)

Offline eleazar

  • Squad Leader
  • ****
  • Posts: 226
    • View Profile
Scientist, Medics, and Workers
« on: January 25, 2008, 10:48:35 pm »
Unless you plan to give these employees unique stats (and i don't see a point to that) the current system of hiring/firing the non-soldier employees is needlessly difficult.

It would be much easier on the player if he could (for instance) hire and fire workers from the production screen, where there's already a readout that tells how many workers the current facilities can accommodate.

It currently takes a lot of clicking back and forth between various screens to make full use of your living quarters without hiring excess people.

stedly

  • Guest
Re: Scientist, Medics, and Workers
« Reply #1 on: January 25, 2008, 11:19:55 pm »
Agreed, I don't think very many people are gonna care what the scientist or medic is gonna look like as long as it does it job.  But female doctors wearing only bikinis and a stethoscope may increase the moral of injured male soldiers.

Offline Hank

  • Cannon Fodder
  • **
  • Posts: 3
    • View Profile
Re: Scientist, Medics, and Workers
« Reply #2 on: December 28, 2009, 06:46:52 pm »

I completely agree! This aspect of the interface is very annoying.

Say I've got forty workers hired at a base and I want to add 10 more. I need to click the down arrow thirty times (if you're going to do it this way, a scroll bar here would be a huge improvement) and then click ten check boxes to select the workers. Even then it's difficult to know if I have my count right. So after forty mouse clicks I've finally conveyed the info '+10 workers', and I'm not even really sure if I've selected precisely ten or not. 

At a minimum: Display a total workers (scientists) count so I can see how many I've got while hiring and firing. Add in a scroll bar so I can quickly navigate to the bottom of the list.

or even better: Hire workers (scientists) the same way you buy/sell items.

Offline Borsti67

  • Squad Leader
  • ****
  • Posts: 164
    • View Profile
Re: Scientist, Medics, and Workers
« Reply #3 on: December 31, 2009, 07:31:04 pm »
or even better: Hire workers (scientists) the same way you buy/sell items.

+1!

At least as long as those don't have any special abilities to choose from...

Offline geever

  • Project Coder
  • PHALANX Commander
  • ***
  • Posts: 2560
    • View Profile
Re: Scientist, Medics, and Workers
« Reply #4 on: December 31, 2009, 09:41:00 pm »
+1!

At least as long as those don't have any special abilities to choose from...

It is planned.

-geever

Offline Borsti67

  • Squad Leader
  • ****
  • Posts: 164
    • View Profile
Re: Scientist, Medics, and Workers
« Reply #5 on: January 01, 2010, 12:35:38 pm »
Hi Geever,

(but at 1st - happy new year to everyone!)

WHAT is planned - special abilities for workers etc or easier hire&fire for them? ;D

Offline geever

  • Project Coder
  • PHALANX Commander
  • ***
  • Posts: 2560
    • View Profile
Re: Scientist, Medics, and Workers
« Reply #6 on: January 01, 2010, 12:45:07 pm »
Hi Geever,

(but at 1st - happy new year to everyone!)

WHAT is planned - special abilities for workers etc or easier hire&fire for them? ;D

Workers/Scientists will be only numbers, Pilots will have abilities.

-geever