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This is way too taxing and complicated as a general behavior tbh. And you don't want your characters stuck on tasks that you might need to pull to somewhere else.

(1 edit)

This proposed system is basically the mirror image of the current crafting system, it's just focused upon the characters rather than the jobs, which is what the game forces you to focus upon, anyway.  For people who don't want to spend the effort automate or are trying to micromanage/respond to a specific problem they didn't comprehensively queue orders around, manually assigning jobs would let you move people to whatever task without having to delete the whole queue, but at least when I'm playing, I don't want my smith going off and doing tailor stuff, I want my smith either smithing or doing phys-based work like upgrading.  You could also just set one job up to the top of a character's priority queue, then delete it when done if there's one specific thing they need done, like getting up to 500 stone for a specific mansion upgrade.  I'll keep my characters doing the same mythril mining or magic wood chopping constantly, and just being able to set that to a default behavior would be a significant step up.  As players get further into the game, I expect many of them will just have a few tasks they expect of given characters, so this wouldn't be anything more complex than the current way you can set "cook more curry when we get below 60 until you hit 100."

Again, this system would let you say that your highest-phys character might mine mythril when they're around, but when they're off in a dungeon, the next guy in line takes up the pickaxe or is just shifted over from iron mining automatically.  When the adventurer comes back, they resume mythril mining and bump the second place guy back to iron mining or whatever they were otherwise doing.  This would be a more robust solution to the problem of everyone forgetting what their jobs were when they return from an adventure, thus requiring manual reassignment of everyone.  This is especially true since there are often jobs you never want to leave empty, like harvesting bottleneck resources or upgrading before you've completed the whole queue.