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RimWorld => Mods => Topic started by: XeoNite on July 05, 2017, 03:07:56 PM

Title: [Mod Request] Advanced Prisonery
Post by: XeoNite on July 05, 2017, 03:07:56 PM
Hello!
           
I would like to see a mod where you can buy prisoners from space.


Idea story
>In order to reduce overpopulation, crime and prison expenses, Glitterworlds have decided to send their prisoners to RimWorlds. In result you are able to buy cheap prisoners.

Features
>additional communication console (or modified the already existing one) wich allows you to buy prisoners (about 100 silver)

Optional features
>Shirt (reduces mobility in order to slow down escape attempts)
>Penalty for escaping prisoners (about 2000 silver)
>???Maybe they will pay you to take prisoners (about 20 silver)???

Thanks in advance
-xeo
Title: Re: [Mod Request] Advanced Prisonery
Post by: InfinityKage on July 13, 2017, 04:29:47 PM
Not exactly what you are talking about but this

https://ludeon.com/forums/index.php?topic=32265.0

might do the job for you.
Title: Re: [Mod Request] Advanced Prisonery
Post by: kaptain_kavern on July 13, 2017, 11:38:10 PM
Or https://ludeon.com/forums/index.php?topic=33631.0
Title: Re: [Mod Request] Advanced Prisonery
Post by: Canute on July 14, 2017, 03:38:40 AM
Not to forget Straitjackets for your prisoner or pawns.
https://github.com/jecrell/Call-of-Cthulhu---Straitjackets
Title: Re: [Mod Request] Advanced Prisonery
Post by: AngleWyrm on July 16, 2017, 06:31:46 AM
I've noticed that prisoners are only considered guilty for 24 hours, after which they are considered innocent. Still imprisoned for any length of time, but innocent. That seems like an odd arrangement, and one that could be better represented.

When a pawn is arrested/captured, assign a punishment of incarceration for a specific amount of time in the range of 1 hour to life sentence. When the sentence is up for the conviction that put them in jail, then the prisoner is no longer considered guilty of that crime, having done their time.

Maybe a text message appears on the right of the screen saying "prisoner up for parole," and the player can then decide to release them, add a new conviction, or some other option.

Such an arrangement would also fit in well with further development of player (colonial governor) designed/chosen laws.
Title: Re: [Mod Request] Advanced Prisonery
Post by: ax15r on July 17, 2017, 08:54:51 PM
Quote from: XeoNite on July 05, 2017, 03:07:56 PM

>Shirt (reduces mobility in order to slow down escape attempts)
>Penalty for escaping prisoners (about 2000 silver)
>???Maybe they will pay you to take prisoners (about 20 silver)???

Thanks in advance
-xeo

Why not this: the shirt will reduce manipulation instead of mobility (opening doors, evading traps, etc) And add this: Glitterworld restraints (or beter advanced restraints). can only be purchased from trader ships or VERY rarely from colonies that arent tribes. they will let the prisoner move freely inside of an allowed area. if the prisoner goe out of that area, the restraints will reduce his movement and manipulation to max. 20% and eventually knock him out (like the physic shock lance a small chance of permanent brain injury).