After my 'new ways to die' thread, I revisited some of my ideas and I'm really excited/enthusiastic for some of them.
Please hear me out, this is probably one of my favourite suggestions to date, and I hope you'll like it.
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I think there needs to be more consequences for those who aren't good enough at what they do.
Right now in Cantr, everyone can do any job, and the only consequence for being awkward is a slower output. This doesn't stop some towns paying the same Days of Work, and they can hire absolutely aaanybody to do the job.
Basically, it's just creating 'Professionals' in any field of work. (every character will be a professional at one thing or another)
Some implementations I suggest to create or encourage job specialisation are as follows:
Drilling
If someone is both awkward and weak, there should be a chance that they can injure themselves. As I said in another thread;
Someone who is awkward at drilling and weak, would 1) not be able to handle the drill properly, and 2) not be strong enough to handle the force of it. Thus, they are likely to injure themselves on it.. Which creates a need for 'expert miners'. Towns could literally 'look' for these expert miners/drillers in other towns, or advertise for them. They would pay handsomely, and would create a NEED for job specialisation.
Of course, you can still use the drill! It doesn't stop you. The chance of being injured is moderate, and the injury would be substantial enough to deter weak, awkward workers away from it. The stronger and more skilled are less likely to be injured (almost no chance) and if they are, it would be very minimal damage. If people wanted, I'd even be against injury occuring to expert drillers.
Harvesting
This part came from the same thread where I suggested that food should go rotten. However, it's a little different here. I'm suggesting that awkward harvesters of food should find it even HARDER than they do now to gather food, and 10% to 15%, with a random variation above and below, may turn out to be 'rotten' or 'poor quality' after each harvest.
This encourages the need for legitimate, skillful farmers to do the job. And the rewards of being skilled are exaggerated even further; meaning a BONUS of 10% to 15% output could randomly occur. (so you could be harvesting 100 grams of potatoes, on 5 repeats. On the second and fourth repeat, you get a bonus of 10 or 15 potatoes, as you are expert and know where to look / how to pull potatoes out of the ground).
Preferentially, I'd like to see this tested on high-level technology first. What I mean is, I don't want to see this implemented for basic low-level harvesting, and see small towns die out or players quit in frustration. So I'd prefer to see this only for drills and other high-level equipment first, and see if it creates a need for job specialisation.
Of course, if implemented correctly, low-level projects may not impact the survivability of small towns.
This suggestion goes hand-in-hand with the Skills system rewrite thread, and would preferably be implemented AFTER skills re-write is complete.
Thoughts? Comments? Other projects it could apply to? (ie smelting.. very dangerous occupation in real life, I'd imagine)
