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Firstly, they should be able to do everything the player can do.
Secondly, the player should be able to do more. The player can use many basic work stations but for some reason no more advanced work stations like the electric stove or electric medicine table.
Human pals having a handicraft equivalent of small bipedal creatures with no fingers is rather rediculous.
(you got a game about catching cool monsters that can do cool stuff and comparatively, people are kinda lame and very limited. Even at a high level your pc without any gear is frail, harmless, and will die incredibly easily. They WANT you to use the cool monsters they worked so hard on)
and remove their pal abilities cuz das dum dum
They don't need to be too capable.
As far as I understand, it's all about fun and more immersion (or roleplay).
With minor changes, catching humans will never be a higher priority than catching pals for a number of reasons that already exist and are not up for discussion.
- Humans don't have a partner skill - this already significantly makes them a lower priority than pals.
- You can't breed humans - accordingly, you will almost never get a good set of perks, and you will never have many legendary perks either, which also makes them a lower priority than pals.
- There is no request to give humans a really high level of job suitability, which also does not make them a higher priority than pals. Especially against the background of other shortcomings.
- The chance of catching humans is still very low, which makes their capture less profitable and more resource intensive than pals.
- They have no elements if I'm not mistaken, which makes them useless for many sets, even if you seriously use them for combat.
And yet, despite the concept of crime - we ALREADY gave this opportunity, and at that, so far, almost without consequences, so there is no problem here either.
You cant imagine how disappointed I was when I saw how useless humans are in this game... So yeah, I totally agree with OP. Im not gonna ask for humans that can do anything, but giving different humans different uses would be nice.
All human NPCs should keep their handiwork work suitability but some humans would be able to do other things as well. For example:
Some humans have flamethrowers, so those could have the Kindling work suitability.
Merchant NPCs like the Pal Merchants, Wandering merchants, the Black Marketeers could have the transporting work suitability.
Some humans in the Fisherman's village could have the watering work suitability.
Some humans in the desert village could have the lumbering work suitability.
In the Small Settlement area, some humans could have the mining work suitability.
Some humans in the 3 villages listed above could have the planting, gathering, medicine production, farming work suitabilities.
The PAL Genetic Research Unit NPCs could have the generating electricity and cooling work suitabilities.
Etc. Etc.
The work suitability of Human NPCs could start at level 1 and the longer they work, the higher the level would increase and if they dont work for some time or if they get the "injured" status effect, their work suitability would go back to level 1.
You can capture humans who already have firearms, and they will use them if there is an attack.
For example, sneaks with machine guns, flamethrowers and gatlings. Or cultists with electric crossbows.
So that they don't take up space at the base, you can release them in the observation cage. That's what I do with the vendors I meet.