"Innocent prisoners" are more important then colonists

Started by kuledude, September 09, 2016, 02:39:03 PM

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Too-DAMN-Much

i was more making the point that why would cannibals care about human life at all? anything outside their collective is food, sounds like good news is on the way though. :)

Posswam

Quote from: avilmask on September 27, 2016, 01:23:35 PM
I imprison them to execute as example. It's difference between shooting criminals at field and executing them in prison. Especially disarmed criminals.

If you were a rimworld pawn there is a good chance you'd have the character trait 'psycopath'.  ;D

avilmask

Quote from: Posswam on September 28, 2016, 07:36:00 AM
If you were a rimworld pawn there is a good chance you'd have the character trait 'psycopath'.  ;D
Nah, that's not true :) Why modern law enforcement system tries to catch known murderers instead of shooting them on place?
And by "disarmed" I meant it's kind of bad to shoot incapable of fighting people after main battle. They should be judged by colony and THEN executed or freed.

I like playing tribal starts due to prolonged development progress, gives more "living through" feeling of some kind. But only good solution to any survivors in battle is finishing them (tribals really bad at recruiting raiders).. Especially in my last run, where I managed to get only one good doc in 2 years (and I ended up getting rid of him, because he was drug-fascinated, greedy and depressive with painful scars) so I couldn't collect organs. Public hangs of raiders could be at last one way of using them, lol.

BetaSpectre

If I catch prisoners during defense, and sell them for money I would be happy that the effort was worth it.

Think of it like ramsom.
░░░░░░░░░░░░░░░░░─╤▌██ |
░░░░░░░░─╤▂▃▃▄▄▄███████▄▃|
▂█▃▃▅▅███/█████\█[<BSS>█\███▅▅▅▃▂
◥████████████████████████████████◤
                           TO WAR WE GO

taha

Think in this way.

Raid. 3-4 downed. Captured, patched up. After that one colonist enters in prison and is like "now give me one fucking reason to keep you alive and not beat you every day to the point of death for one year". The prisoner is like "I am good with animals, I can cook and I can manufacture guns". Your colonist is like "we'll see about that".

Then gets out and looks at personal files. He learns that colony already have 2 good animal herders, 2 perfect cooks and a bunch of passionate craftsmen. So goes back in prison room and tells the raider: "Boy, I have good news and bad news. Good one is everyone is too busy to smash your knees on daily basis with a baseball bat. Bad one... we have plenty of bullets" Then smokes the ex-raider, butchers and cooks him.

Here comes the interesting part. The colonists are kinda upset, because he killed the potential new guy. The one they wanted to ask to shine their shoes, scratch their back, arrange the bed, clean the restroom with toothbrush, go outside in snow and bring 23 snowflakes, etc.  Obviously their mood takes a hit.

On a more serious note, why you guys have to rescue everyone?
Can't you just look for good candidates and rescue only the ones with decent stats and good traits?

Those you rescue you keep in bed, heal only wounds that have no connection with mobility (so they stay in bed and not cause trouble), then level up your warden social skills. When they are ripe to be recruited, recruit them, and only after that heal them.

avilmask

Quote from: taha on September 30, 2016, 06:52:27 AM
Those you rescue you keep in bed, heal only wounds that have no connection with mobility (so they stay in bed and not cause trouble), then level up your warden social skills. When they are ripe to be recruited, recruit them, and only after that heal them.
I even thought about a way, how I could cut off a leg, like let a very bad at medicine guy install a peg leg. Don't really remember if you can install and then remove it. If what, you could install a simple prosthetic leg, you definitely can uninstall that, but kind of waste if you fail it.
I just realized that I never seen raiders with prosthetics, or lost parts. They're always all healthy (except age and drug problems).

I just think it's a waste to always finish off whoever survives, but there is no somewhat civilized way to utilize imprisoned raiders except recruiting. Only organ harvesting and plain sadism for player himself. And any actions, except recruiting and freeing, lead to penalty.
Fo example, my dude should suffer -10 friend lose and -20 wife lose (both at the same time), but there is nothing like avenged death, killer punished or killer in prison, anything like that. Yeah, punishment doesn't return loved one, but justice served surely may sooth a pain. They also may be a "killer left unpunished" penalty if killer flees or getting free.