Editing Field hand
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Field hands offer an extreme boost to planting speed. With 1 field hand, a Plants 0 pawn sows and harvests as fast as a baseline Plants 13 pawn. With 2 field hands, this same pawn works ''faster'' than a Plants 20 pawn. While the field hand disables the use of a work-enhancing [[bionic arm]] or [[archotech arm]], if a pawn's primary job is to grow, then a field hand offers a clear benefit. (Note that this implant does not increase [[Plant Harvest Yield]], so your Plants 0 pawn will not get much per harvest). | Field hands offer an extreme boost to planting speed. With 1 field hand, a Plants 0 pawn sows and harvests as fast as a baseline Plants 13 pawn. With 2 field hands, this same pawn works ''faster'' than a Plants 20 pawn. While the field hand disables the use of a work-enhancing [[bionic arm]] or [[archotech arm]], if a pawn's primary job is to grow, then a field hand offers a clear benefit. (Note that this implant does not increase [[Plant Harvest Yield]], so your Plants 0 pawn will not get much per harvest). | ||
− | Planting is essential to virtually every colony. Crops are a mostly stable form of food, and this skill can also be used to grow useful products like [[drug]]s, [[cloth]], and [[devilstrand]]. Even on the [[sea ice]], (successful) colonies will eventually reach [[hydroponics]] and be able to farm. You may want to consider planting [[rice | + | Planting is essential to virtually every colony. Crops are a mostly stable form of food, and this skill can also be used to grow useful products like [[drug]]s, [[cloth]], and [[devilstrand]]. Even on the [[sea ice]], (successful) colonies will eventually reach [[hydroponics]] and be able to farm. You may want to consider planting [[rice plants|rice]]; since the field hand is ''so'' efficient, the workload of rice is easily managed. |
This comes at a cost of movement speed. In addition to the reduced efficiency in regards to day-to-day work, installing a field hand will hinder a pawn's performance in combat. For ranged fighters, slower movement means that [[kiting]] tactics are no longer as viable. For melee fighters, the Moving penalty directly encumbers a pawn's [[melee dodge chance]]. This can be eventually compensated, partially, by using [[bionic leg]]s. | This comes at a cost of movement speed. In addition to the reduced efficiency in regards to day-to-day work, installing a field hand will hinder a pawn's performance in combat. For ranged fighters, slower movement means that [[kiting]] tactics are no longer as viable. For melee fighters, the Moving penalty directly encumbers a pawn's [[melee dodge chance]]. This can be eventually compensated, partially, by using [[bionic leg]]s. |