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Topics - dwmitch

#1
Ideas / Allowed Area and Cannibilism suggestions
April 28, 2016, 08:18:28 PM
I bought the game about a week ago and a few days in decided to try a "Jamestown experiment" (colony nearly failed with communal food production, thrived when all families maintained their own farms). Previously everything had been communal. Communal farm, communal barracks, communal kitchen, etc. I made a house for each colonist consisting of a kitchen, a bedroom, and a fenced in roofless 4 x 4 farm plot. If there was someone incapable of growing and/or cooking (as in couldn't be assigned, not 0 skill) they'd end up with a housemate to take care of that. Then to keep everyone from raiding each others' farms and food stocks I made an allowable area for each household that consisted of the entire map except for other colonists' houses (unrestricting the doctor as necessity dictated). I did have to keep the freezer/butcher shed communal, otherwise the hunters would be the only ones who ate between harvests.

It worked great. I actually had an easier time keeping everyone fed under this model than I did with one large field and a communal kitchen/food stockpile. I ran into problems, however, when my colony grew beyond what I could zone. The restricted colonists essentially became a bunch of Ned Flanders in a world of Homer Simpsons. Even though the new colonists (that I couldn't restrict to their own houses) grew and cooked their own food the others still ended up starving because the newcomers would keep raiding the stockpiles. I eventually had to unrestrict everyone and go back to a communal model.

I feel that increasing the cap on allowable areas would make everything a lot easier. Not only in assigning private property, which is what I'd like to use it for, but for numerous other things like personal workspaces, keeping colonists who constantly fight apart, etc. without worrying about not being able to assign a panic room for nonviolent colonists during raids.

Also, the current implementation of cannibalism doesn't make much sense, the mood debuff in particular. Once everyone heals up I decide who I'm going to recruit and if there are no fatalities, lost limbs, and they didn't set fire to the crops I release the ones I don't want. If a colonist dies, either directly or as a result of infection, someone loses a limb, or they burned my crops I tend to be very brutal, executing everyone involved in the raid. I don't like sending colonists to the edges of the map just to bury them (or give up real estate to bury them closer), they're not worthy of being buried among the sarcophagi reserved for the colony, so cannibalism seems to be the logical solution.

However, everyone seems to know when they've eaten human meat. I don't know if there's a line of sight mechanic, but someone who has never knowingly tasted human meat shouldn't know that they've eaten human meat unless they butchered and cooked it, witnessed the butchering, or at least saw the cook dragging the corpse into the freezer/butcher shed. Paul shouldn't come out of a deep mine for a meal and immediately know that he engaged in cannibalism since he wasn't around to see the deed. I guess it could be explained as the cook saying "by the way, that burger you're eating was that ugly naked guy with the molotovs. Tomorrow we'll be having the old woman that killed Kevin and cut out your eye," but who would do that other than a psychopath? Most people would just let everyone not already in the know assume that the unfamiliar meat was something that's rarely hunted (at least in my games) such as cougars or grizzlies.

So my second suggestion is to make the raw/cooked cannibalism debuffs dependent on proximity and/or witnesses.