During a raid (I was defending), one of my colonists lost a lung, and I decided to harvest a lung from the prisoner that I took from that raid and installed it on my colonist. The harvest was only for the well being of my colonist, and not for trade. I think the mood debuff should be smaller (or non-existent) in situations like this. It's an eye lung for an eye lung after all.
But the prisoner was still not a volunteer.
That is what your colonists are moping about.
If you use the body part or store it for later makes no difference.
Be happy your treated colonists doesn't get additional bad thoughts ..
Well, the prisoner wasn't a volunteer at getting downed and captured either, but nobody has any mood debuffs about those. They attacked us, and that's why I downed and captured her. They took out a colonist's lung, and that's why I harvested hers. This all happened while she had the "guilty" status by the way. At the very least, it could be like the "Guilty prisoner executed." debuff. I think that was around -2 or something.
Can't argue with that.
Ahhh! I just released a prisoner last night who had a perfectly good lung that one of my pawns needs. Can not believe I forgot!
I agree with justified organ harvest completely. I think a lung for a lung is an excellent idea and it makes perfect sense. Maybe to balance out this addition the developer could add a trait that provides mood defects for extracting organs or having too many prisoners, like a really moralistic person or something.
I just think there should be a way to hide all of these operations. Maybe behind a restricted area only a single psychopathic doctor can enter or something.
I just see a problem, how do you intend to force the player to use the organ for his character and not to sell it ?
Your actual proposition create some easy exploit strategies.
I think the person who receives the organ should get a big mood buff.
I read an article yesterday about someone who was saved by an organ transplant. He was very happy to be alive.
Edit: the doctor could reasonably also get a buff for having made a successful surgery and saved someone's life.
Quote from: NeverPire on August 03, 2017, 06:48:23 AM
I just see a problem, how do you intend to force the player to use the organ for his character and not to sell it ?
Your actual proposition create some easy exploit strategies.
That's easy enough, just have "harvested organ" remain as a negative buff, but add a positive colony-wide buff when a colonist has an unhealthy organ replaced with a healthy one. Then, if you harvest for the purpose of transplant they offset each other but if you harvest and sell you only get the negative. I would also suggest the recipient of the new organ get a larger positive buff than the rest of the colonists.
Quote from: Texaskimo on August 03, 2017, 01:14:03 PM
Quote from: NeverPire on August 03, 2017, 06:48:23 AM
I just see a problem, how do you intend to force the player to use the organ for his character and not to sell it ?
Your actual proposition create some easy exploit strategies.
That's easy enough, just have "harvested organ" remain as a negative buff, but add a positive colony-wide buff when a colonist has an unhealthy organ replaced with a healthy one. Then, if you harvest for the purpose of transplant they offset each other but if you harvest and sell you only get the negative. I would also suggest the recipient of the new organ get a larger positive buff than the rest of the colonists.
With this mechanism, it becomes really interesting ^^.