You never worked much with others I take it, you can be smart and know how to use everything perfectly then have some idiot teling you they know what they are doing, half ass listening to your training cut off a finger tip on a meat slicer for instance, because "pfft its faster this way, what do they know?" Never underestimate stupid to provail no mater how many glitter world techs you got it only takes one bone head to ♥♥♥♥ it all up for every one else. Or they put the wires down for the powere ungrounded and possible frayed killing people who touch it once its live, or causing a dozen times mroe ZZZT from ♥♥♥♥♥♥ instalation by the tribal 12 skill construction guy who doesn't know the first thing about laying wires. Your options suck in reality, they would just laugh at them, and the glitter world would pull out theri hair as they bang the AC unit with a stone club to turn it on and off. Either the Tribal would burn them all as witches and be done with it, or would go along with the new tech the Glitterworlders do know. I mean, if two Glitterworlders landed in a single Tribal colony, they wouldn't instantly forget everything they know, even if what they know isn't everything they could have learned on the Glitterworld. Originally posted by Emmote:It would certainly make more sense if knowledge was tied to colonists, rather than the colony. The fact that we can easily change this with either the scenario editor or via mods (like the Tech Advancing mod by GHXX) is a great reason to leave vanilla how it is. It was just meant to increase the difficulty. ![]() This is probably one of the areas where we need to ignore logic and stick with Astasia's first few sentences. The research task is represented by one person standing in front of a table, but what's really happening is so much more. This is why a tribal colony still needs to research beds even if they get an escape pod colonist to join on day one. ![]() So you might have a spacer join the colony that already knows all this stuff, but they are going to have a hard time teaching it to the other tribal colonists. If you want to apply logic to the tech level, think of it this way: Research isn't about one person learning how to make something, it's about teaching the entire colony how to make it. If you really want to play a tribal start without the tech penalty, for RP reasons or whatever, just double the base research speed in the scenario settings. It's not really meant to make sense, it's meant to be difficult. Originally posted by Astasia:The fact you start without tech and have double the cost to get anything is the entire point of the tribal start.
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