Setting project duration instead of outcome?
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- SekoETC
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Setting project duration instead of outcome?
With the tiredness and all, you can't know how long that project of yours will last. So with gathering resources it would be nice if instead of the amount you're gathering, you'd set the number of hours you're going to work on that project and then quit, no matter how much you're going to get in the end. This would stop people from making ridiculously small or big projects. If someone would start helping with the gathering, then the remaining hours would be split. This suggestion inspired by a situation where someone couldn't finish their lenghtly project because they were repeatedly attacked by animals. If duration would be fixed instead of average outcome (which by the way is not fixed either because of the random deviation) then increasing tiredness and getting wounded wouldn't affect the time you're spending there but the amount of results. And if you'd survive to the end, which would be more likely, you'd get at least something.
Not-so-sad panda
- formerly known as hf
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- kroner
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i like it too, although i suspect from a programming point of view it would require a major restructuring of gather projects.
manufacturing projects obviously have to be based on outcome, not on duration, so to change gathering, it would have to be split from manufacturing and rebuilt from the ground up. or at least i think that's what would be necessary.
manufacturing projects obviously have to be based on outcome, not on duration, so to change gathering, it would have to be split from manufacturing and rebuilt from the ground up. or at least i think that's what would be necessary.
DOOM!
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swymir
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