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i like the efforts of the devs to make armor situational (like AD said in his latest solo MA video) and would like to see more of this...
-1 for additional micromanagment lol ;o))
ie soldier, worker etc.. that way if they get enslaved and loose their boots/weapons they would then go and re-equip..
because when the reavers raid me they "enslave" some knocked out people before getting killed themselves seconds later..
offtopic for micromanagement:
i'd go even further and want them to have "job packs" assigned so a soldier would be jobs/taunt/ranged with medic,robotic,splint/attack and i could create presets depending on what they should do..
that would save me from re-assigning them once i get the shackles off them.. also i have some training recruits that have 50 jobs just so they are crafting/walking all the time and i'd like to be able to move those jobs on to someone else without doing 50 clicks and re-arranging everthing..
The game feels like it needs non combat social skills too and clothing would be a good place to but them.
Ooh I like that idea. Even if they don't add bonuses to farming, a movement buff on more non-armor gear would have a similar effect.
Exactly. And even if they don't create specialized gear for these purposes they could always start with just making the regular clothing that's already in the game specialized for these tasks.
I mean it'd be cool to have a welding-helm lookalike headgear and armor with like gloves and padded looking for ore related jobs, farmer-looking gear for those, etc etc.
Everything should have some sort of covers and defenses though for sure.
Would it be better if it also provided at least a token defense? Of course!
A good example of this would be the Trader's Leathers. They do give some token defence, but are mainly worn by traders (not surprisingly). I think it would be cool if they had something in the form of a small stat bonus that would explain why they are preferred by traders like a small bonus to movement speed or a very minor increase to carry weight. Something that would benefit a trader.
Other then that I am absolutely fine if the clothing pieces that don't provide armor, stay that way and instead get that bonus to farming, labour, science... etc. That's the whole point of this thread!
bu then indeed the micromanagement would be horrible in ccse of an attack to change armro all the time. Especially when you live in areas with river raptors comgn every day for your crops.
What would be great is if we could assign a personal chest and bed and make people autoequip for these purposes.
They'd also do their best to have a good defense so the enemy doesn't reach those people in the first place, maybe have a group solely dedicated to defending etc.