Guard Job simple implimentation
Posted: Sat Feb 28, 2015 6:59 am
One problem we have is that people go fighting any hostiles they see, and they don't simply return to where they where before (which is what all the NPC guards do). Now if they have an assigned job to do, they DO go back. That is the most desirable case, but what if you have more workers than you have work and so you want a few dedicated guards?
Well the moment you aren't watching... those guards (having no assigned jobs) are likely to run off chasing one enemy after another. They'll get further and further from where you left them. It is a problem, but I think this is easily solved using existing mechanics.
Consider that if you <SHIFT> + <right click> on a mine(etc) your person will consider working that mine as his/her job and will always return there (unless they have a higher priority job to complete). So let us do the same thing by <SHIFT> + <right click> on a door or gate to tell them their job is to stand at that place.
This solution is beautifully simple and doesn't require further UI clutter.
Well the moment you aren't watching... those guards (having no assigned jobs) are likely to run off chasing one enemy after another. They'll get further and further from where you left them. It is a problem, but I think this is easily solved using existing mechanics.
Consider that if you <SHIFT> + <right click> on a mine(etc) your person will consider working that mine as his/her job and will always return there (unless they have a higher priority job to complete). So let us do the same thing by <SHIFT> + <right click> on a door or gate to tell them their job is to stand at that place.
This solution is beautifully simple and doesn't require further UI clutter.