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The Founder

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Too many Specialists?
If feel that once the game progresse to day 50 or so, you end up with too many Specialists to manage. I easily end up with 9 Specialists by day 70.

The thing is that I am not certain if that will really stay an issue going forward. It is likely that Specialist Spawnchance/Maximum was increased to allow for proper testing of those mechanics. Or that in the future there will be in-colony work for specialists - the text for Leadership is not exactly subtle here.

Expeditions/Groups:
Even with addtional colonist jobst, I think at least when going outside, it would help if decent sized teams (2-6 colonists) would be easier to manage. And Cars gave me an idea:
What if the (only/lategame) way to send your Specialists out was a Expedition or "Group"?
- The Group would consits of several Specialists. At least 1 (so you can go out early game), but can be more. Of course for a minimum of 1, "group" would be a poor name.
- The Group would operate with an aggregate of all members stats*.
- A team as a whole can use Vehicles. It might also be good if operations in the world (Scavenging, Research, Punching Scavengers) could be done without leaving the vehicle - the effects like damage would still hit the Group as a whole.

*Of course the Stats are a major factor. Luckily how you derive the group stats does not have to be even:
- for stuff like Scavenging and Research, summing it up would make sense. Otherwise a "Highest Stat, +1 per additional Specialist" would be a good shortcut. It still gives you something for adding people.
- For exploration, Highest +1 per Specialist would make the most sense. You got one experienced Pathfinder with you and a lot of extra eyes and skill to see shortcuts.
- For combat (Attack + Defense), the average might make the most sense. The strong have to defend the weak.
- It could even be that you have to declare the role of a group (Combat, Scavenging or Research) when sending them out. This could represent giving them proper equipment and a Heirarchy that favors the people with the right skill. A combat team would use Sum/Max+1 for Combat Stats, but something worse for Scavenging and Research.
- Hitpoint and Damage is the one thing I have no real idea regarding. Groups should definitely roll 1/Group member on the damage chance. Beyond that, I got no real idea.

Minimal Self healing:
It is one thing that you want to have healing be done most in the Colony, but still some self-healing would be nice.
As I understand it, healing in the colony is something like "Recovery Stat * 10" per Specialist Cycle.
What if they could also regenerate in the wild, but very slowly - something like Recovery Stat per Specialist Cycle. Then the colony would still be 10 times faster, but at least they could heal somewhat.
You could limit it to people in a Car/Group. Having a mobile shelter/someone to take up guard duty would really help resting.

Off-Map expeditions/Infinite Resources:
Finite resources are really an issue. Trading and Excavations helps a lot here, but even those can get you into deadlocks/lack of sources. Just think about having no place to get components from - or the raw materials to make components. if that will be added later. Or lacking the resources to build a Excavator.
One solution would be to send your specialists onto a "off-map expedition". This could be them literally driving off the map for a while.
Or them just vanishing from the game, while they scavenge in all those places that are not explicitly marked on the map. A ruined city might have some spots for resources besides Shopping Centers and Gas Stations. And for a handfull of survivors, scavengeable resources might as well be infinite.
Bonus points if you can tell them what you want.

Car Management:
Managing a lot of cars quickly becomes an issue. It would help if I could set wich class of car should appear in each garrage.
Alternatively, what about a way to "park" the cars in the colony? Something simple like a underground parking lot. Maybe it needs some cleaning up/maintenance.
 

Spurius

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The inclusion of vehicles is a good move and means our Specialists aren't spending half their late game time trudging to and from the main settlement. The Founder makes the point that they have the potential to add more to the game. For starters, the vehicles can carry much more equipment than a specialist can on his/her back.

Here are few ideas off the top of my head:

General equipment
Medical kit - allows some healing on the road, as The Founder suggests.
Climbing kit - improved scavenging results and/or reduced chance of injury.
Extra fuel - allows vehicle to be on the road for longer.
Towing equipment - allows vehicle to recover other vehicles.
Binoculars - better chance to avoid bandit ambushes and find wandering survivor groups.
Night vision equipment - more likely to ambush bandits and avoid being ambushed.
Trailer - enhanced carrying capacity for trade or scavenging missions, could allow recovery of resources that are too heavy for a Specialist to carry.

Equipment that allows previously unavailable options
Geiger counter - allows exploration of irradiated regions or buildings.
Miner's kit - allows scavenging from underground areas.
Hacker's kit - allows research and intelligence gathering options from computers.
Outpost equipment - allows an outpost to be created.
Extraction equipment - allows an outpost to generate a locally available resource for you, would be a way around some of the late game resource shortages.

Equipment for dealing with the bad guys
Ram bar - bonus to attacking bandit forts.
Vehicle weaponry - a little friend that gives bonuses fighting bandits.
Armour - lowers damage taken by vehicle or chance of damage if driven into a fight with bandits.

Picking out what to take from limited weight/equipment slots would add an element of strategy and make expeditions feel more of an event than they currently do. This equipment could either be recovered as a bonus when scavenging, traded or researched, perhaps needing an appropriate specialist to spend some time in workshop building or reconditioning.

Some of these things would need new game elements, e.g. ambushes, to work in their current form, and I'm not sure whether arming your colonists is part of the developers' vision for the game.
 

Arbaletkin

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Too many Specialists?
If feel that once the game progresse to day 50 or so, you end up with too many Specialists to manage. I easily end up with 9 Specialists by day 70.
I absolutely agree with you. There are too many specialists! in my opinion, it would be optimal to have 3-5 specialists. In this case, there must be at least one fighter and scientist. The rest may be random specialists.
 

agathorn

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I am on day 60 and have I think 5 or 6 specialists at this point, but the composition sucks. They're pretty much all scouts, with one scientist and I think 1 scavenger. But then the scavenging on some of the scouts is better than on the scavenger. Haven't seen a fighter yet.
 

The Founder

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I am on day 60 and have I think 5 or 6 specialists at this point, but the composition sucks. They're pretty much all scouts, with one scientist and I think 1 scavenger. But then the scavenging on some of the scouts is better than on the scavenger. Haven't seen a fighter yet.
In a pinch, 3 Recovery on a 3 Fighter can be a good basis for a combat team.
You either lower the amount of damage you take by dealing more of it. Or your recover from the damage quicker. Both are valid solutions.