But with my concept the tools can be
reallocated as useful.
In your concept they are "bound" / used up. --> Which I do not like.
e.g. You don't want to have a
Colonist work as farmer anymore in
Jamestown, he can give free his
Fieldworker Tools.
(Which will automatically happen when he is e.g. assigned as a Miner and picks up normal
Tools.)
Now you can e.g. decide to use them for a Tobacco Planter in Jamestown.
Or maybe you have a better use for them in another City and thus ship them there.
The player will be
highly flexible and be able to make
many interesting choices during the game.
It is
much more interesting to me than a boring "1 time invest", since it is a
dynmamic system where the player
can continously change his mind.
-----
Also in your concept (aka Vanilla) a
Farmer does
not need any equipment at all when he is working on a
Plot without an Improvement.
That is completely
unimmersive to me. He is
still working as a Farmer and requires
equipment to do so.
My concept would not have any such logical issues and concept switches, it is
completely consistent.
Map Professions (e.g. Pioneer),
Plot Professions (e.g. Farmer),
Building Professions (e.g. Carpenter) would all
follow the same rules.
We can discuss as long as you want about this but I will
not be convinced otherwise.
Especially since as I said this is all
already working almost out of the box with maybe a little bit XML.
-----
As I said, I have
very good reasons to want do it this way.
I though this through like
100 times already - and each time I came to the
same conclusion.
Again:
There is no question for me if I will implement this for myself or not.
The answer is already given:
Yes !
There is also no question for me to implement an alternative system.
The answer is already given:
No !
-------------
The
absolutely only question
that remains to be answered (for me):
Should it become also WTP core mod ?
This has not yet been clarified but there is also
no need to clarify it soon.
It is perfectly fine if this decision is postponed until next year or even later.
If we
cannot find any consense on this, so be it. Then it will
not become WTP core mod.
There is
enough features that all of us still want and where consense is already found.
But let us please not waste time to convince me of changing my own personal taste.
Because that is not going to happen - I know what I want to implement and what I do not want to implement.
-------------
As I said:
I basically
offer a feature that is technically
already done.
I would need at most
a few hours to finish it up inside the core mod.
Then we could do some
test games internally to
balance it.
So now community and team
just need to decide :
"Yes, make it Core Mod." or
"No, keep it for yourself."
If community and team
refuse that offer it is
perfectly fine for me.
But I will
not make any alternative offer that would cost me
additional effort.