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CrewSpecs / crew assignement / workforce management #6
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Follow up on that subject. I'm currently in the middle of the rules rework (#694), specifically in the implementation the "fitness" rule. The idea of that rule is to account for long term health degradation due to the lack of gravity. In the context of how that new rule will work, the "exercise" modifier feels a bit silly :
So I was thinking : instead of having that modifier, what about having the possibility to assign the crew to "exercise tasks", as a percentage of their available time ? More exercise : less fitness degradation, but less available time for other tasks. Which led me to think about how we could introduce the above idea. We certainly want to abstract things as much as possible and keep it mostly a passive system. In particular, we likely want to avoid any manual assignment of the workforce to specific tasks, but instead work on some "availability" abstraction :
Those points/virtual resources would be consumed by various modules : experiments, reliability, processes, converters, drills, etc, to scale their output or impact their behavior. Each Kerbal would provide "workforce points" according to :
The only "tweakable" available to the player would be balancing those allocations. Technically, this feels doable without introducing too much code complexity by implementing the workforce points as virtual resources. We would have an early loop over all Kerbals for generating the points so they are available when the various modules/processes need to consume them. Any remaining time after the resource sim synchronization would be allocated for extra "self-preservation" when the rules are evaluated (which, BTW, should probably be moved after the resource sim evaluation). The potential issues are :
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The CrewSpecs system could use the stock ExperienceEffect system and could be improved in a few areas :
Also, zero plan for that currently, but just an idea :
Currently, kerbals are "passive providers" : if you have several modules requiring a single scientist, you only need a single scientist for all of them. Implementing a passive/active distinction, and keeping track of which kerbals are assigned to what task would be interesting, as it would encourage bringing more crew. This said, the implementation would be quite a bit of work and would likely require some way for the player to interact with the kerbals assignments.
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