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RimWorld => General Discussion => Topic started by: Listy on December 11, 2014, 04:57:55 AM

Title: So Ancient Cryosleep pods
Post by: Listy on December 11, 2014, 04:57:55 AM
Spot the guy who didn't realise that if you open one, they all open. First thing I do is go poking around and see the "open" Option... sure lets have some of that.

http://i.imgur.com/dbDeLQl.jpg

Save me piggy!

Yeah, that colony was forked, about 5 minutes in, possibly a new personnel best.
Do Cryo sleep pods ever disgorge friendlies?
Title: Re: So Ancient Cryosleep pods
Post by: vagineer1 on December 11, 2014, 05:31:14 AM
There is a chance that injured friendlies will come out of them. Just like there is a chance that rabid animals will come out and kill you.

When you mess with Cryptosleep pods, you are playing a deadly game of chance.
Title: Re: So Ancient Cryosleep pods
Post by: Snowpig on December 11, 2014, 06:02:49 AM
yes, got three soldiers out of the pods, who went on an attack run after killing the colonist who opened the first pod.
Title: Re: So Ancient Cryosleep pods
Post by: Darkfirephoenix on December 11, 2014, 07:18:18 AM
"Thanks guys for saving/waking us up. Sadly we have to kill you all now!" Yep you should prepare some kind of defense pointed right at the pods, or simply send 2+ colonists for each pod equiped with fast firing weapons (just to be sure).

One thing which bothers me: Ppl comming out of the pods are INSTANTLY awake and ready. You would imagine that it would take some time till they are 100% ready to go, these guys were DEEPFROZEN for a longer period of time and the body should take a bit of time to "boot" up to full ability.

Affects should could be: Drowsyness and impared senses (like you are if you just got forcefully woken up)
Title: Re: So Ancient Cryosleep pods
Post by: Listy on December 11, 2014, 07:33:22 AM
Quote from: Darkfirephoenix on December 11, 2014, 07:18:18 AM
"Thanks guys for saving/waking us up. Sadly we have to kill you all now!" Yep you should prepare some kind of defense pointed right at the pods, or simply send 2+ colonists for each pod equiped with fast firing weapons (just to be sure).

One thing which bothers me: Ppl comming out of the pods are INSTANTLY awake and ready. You would imagine that it would take some time till they are 100% ready to go, these guys were DEEPFROZEN for a longer period of time and the body should take a bit of time to "boot" up to full ability.

Affects should could be: Drowsyness and impared senses (like you are if you just got forcefully woken up)

To be fair, the opening text points out you roll out of your Cyrosleep pod and leg it with full faculties to the escape pod.
Title: Re: So Ancient Cryosleep pods
Post by: REMworlder on December 11, 2014, 08:05:36 AM
I like the slime that surrounds opened cryosleep pods. Have had some cool ones, though they've all been violent for me so far. Still, there's just a certain something about getting into firefights with naked cryosleepers holding automatic guns.
Title: Re: So Ancient Cryosleep pods
Post by: EscapeZeppelin on December 11, 2014, 10:36:43 AM
I made the mistake of thinking one of the pod rooms would make a nice starting base. I was afraid to wake them though so I just worked around them for months. Finally a large raiding group got into the room and during the ensuing gun battle someone shot a pod. Of course eight heavily armed solders pop out and proceed to massacre both my colonists and the raiders. Last time I do that.
Title: Re: So Ancient Cryosleep pods
Post by: Shinzy on December 11, 2014, 11:11:39 AM
my first encounter ended up with 2 healthy 2+ unconcious and cupla dead friendlies popping out..

along with like 10 very hostile megascarabs
they killed everyone ;D
(It was friggin cool!)
Title: Re: So Ancient Cryosleep pods
Post by: NinjaPirate on December 11, 2014, 11:24:55 AM
Quote from: Listy on December 11, 2014, 07:33:22 AM
Quote from: Darkfirephoenix on December 11, 2014, 07:18:18 AM
"Thanks guys for saving/waking us up. Sadly we have to kill you all now!" Yep you should prepare some kind of defense pointed right at the pods, or simply send 2+ colonists for each pod equiped with fast firing weapons (just to be sure).

One thing which bothers me: Ppl comming out of the pods are INSTANTLY awake and ready. You would imagine that it would take some time till they are 100% ready to go, these guys were DEEPFROZEN for a longer period of time and the body should take a bit of time to "boot" up to full ability.

Affects should could be: Drowsyness and impared senses (like you are if you just got forcefully woken up)

To be fair, the opening text points out you roll out of your Cyrosleep pod and leg it with full faculties to the escape pod.

Also want to point out that they're "cryptosleep" sarcophagi. Whereas "cryo-", from the Greek cryos (κρύο), "icy cold", would suggest freezing, these things actually sounds more like... well, coffins! You're just kind of suspended in a state of not-life for a bit.
Title: Re: So Ancient Cryosleep pods
Post by: wooaa on December 12, 2014, 12:00:08 AM
Fist time I opened the pods I got 2 hostiles and 4 injured people. Killed the hostiles, and took the wounded back to my base. The prison was filled to the brim. One died of wounds, one was recruited, and the other 2 kept going crazy and attacking one another until I just threw a grenade into the room to be done with them. They also kept dropping green slime, so for a while I was concerned that those people had been frozen with some fatal sickness while others looked for a cure and then forgotten until I had brought them back. Ended up being nothing but sure was fun.

10/10 would open the matrix again.
Title: Re: So Ancient Cryosleep pods
Post by: EscapeZeppelin on December 12, 2014, 09:10:16 AM
Ahhh! I tried a different group of pods and they were full of angry megascarabs. People were eaten, it was horrible.
Title: Re: So Ancient Cryosleep pods
Post by: Listy on December 12, 2014, 11:43:10 AM
Quote from: Shinzy on December 11, 2014, 11:11:39 AM
along with like 10 very hostile megascarabs
they killed everyone ;D
(It was friggin cool!)

Did not know that could happen.

I do think these pods so far have been rather cool.
Title: Re: So Ancient Cryosleep pods
Post by: christhekiller on December 12, 2014, 01:01:49 PM
I've only ever gotten hostiles out of them. I didn't even know you could get friendlies... Though I haven't opened one since A8 was testing as I never found loot to be worth the risk.
Title: Re: So Ancient Cryosleep pods
Post by: Lost Cause on December 12, 2014, 04:50:44 PM
Heh, I had s raiding party land on a group of 6 and they popped them releasing a load of soldiers, many with power Armour and heavy weapons. The raiders won but took heavy casualties.
On the same map I activated a group of 3 of them and out popped 2 super soldiers both of which were hostile to me and had immediately started shooting. Fortunately, the pod my person was standing at also belched out a swarm of angry megascarabs, so they were shooting at the bugs while my guy ran as fast as his two bionic legs could carry him.
One mega scarab survived the event and was dealt with by a charge rifle ^.^.
Title: Re: So Ancient Cryosleep pods
Post by: putsam on December 12, 2014, 05:20:53 PM
Get a long rage weapon to shoot it to activate so you can see what's inside
Title: Re: So Ancient Cryosleep pods
Post by: christhekiller on December 13, 2014, 02:28:11 AM
Quote from: Darkfirephoenix on December 11, 2014, 07:18:18 AM
"Thanks guys for saving/waking us up. Sadly we have to kill you all now!" Yep you should prepare some kind of defense pointed right at the pods, or simply send 2+ colonists for each pod equiped with fast firing weapons (just to be sure).

One thing which bothers me: Ppl comming out of the pods are INSTANTLY awake and ready. You would imagine that it would take some time till they are 100% ready to go, these guys were DEEPFROZEN for a longer period of time and the body should take a bit of time to "boot" up to full ability.

Affects should could be: Drowsyness and impared senses (like you are if you just got forcefully woken up)

"Dec 12
People newly woken from cryptosleep have cryptosleep sickness for a while"
Title: Re: So Ancient Cryosleep pods
Post by: Aethelric on December 13, 2014, 03:13:51 AM
I had a big 10-pod room open up on my colony when I only had four people. I didn't open them, though: fire did. It was kind of hilarious when "a colonist needs treatment" popped up and I scrolled up and saw the miniature horde of megascarabs come to end my colony.
Title: Re: So Ancient Cryosleep pods
Post by: thefinn on December 13, 2014, 09:45:45 AM
Quote from: Listy on December 11, 2014, 04:57:55 AM
Spot the guy who didn't realise that if you open one, they all open. First thing I do is go poking around and see the "open" Option... sure lets have some of that.

http://i.imgur.com/dbDeLQl.jpg

Save me piggy!

Yeah, that colony was forked, about 5 minutes in, possibly a new personnel best.
Do Cryo sleep pods ever disgorge friendlies?

I had a similar experience and yes they do. I found 3 pods, due to earlier "issues" I only had a single colonist left. I opened the pod and 2 had unconscious blue-named people, and a 3rd had an enemy. Also 3-4 scarab beetle things popped out of the one I opened, they beat on him and then the red named guy shot him in the head and killed him ;)
Title: Re: So Ancient Cryosleep pods
Post by: Riftmaster on December 14, 2014, 05:21:09 AM
So far have opened one room with 3 pods in it.
Got 1 dead, 1 incapped non-hostile, and 1 enemy.  Also 4 megascarabs

I had prior to opening these walled off the room and placed turrets in it.

The hostile was incapped as well, the scarabs beat up my colonists a bit but got killed (later eaten) and now the 2 surviving sleepers are members of my colony.

One of them was even wearing power armor, so that was nice.  Also 2 uzi's, quite handy.

It helped that earlier a visitor joined my colony and had a lee-enfield...more firepower for killing those damn scarabs.

But the turrets were quite helpful.

I'm thinking if there's a really large room I may just place turrets all around, wall it off, then have a colonist pop one of the pods and sprint for the door...:D
Title: Re: So Ancient Cryosleep pods
Post by: ProjectXa3 on February 05, 2017, 02:57:16 AM
I've got one that's two pods in a sealed room with a pair of hives. I feel like it's trying to tell me something.
Title: Re: So Ancient Cryosleep pods
Post by: TheMeInTeam on February 05, 2017, 03:25:52 AM
Quote from: Darkfirephoenix on December 11, 2014, 07:18:18 AM
"Thanks guys for saving/waking us up. Sadly we have to kill you all now!" Yep you should prepare some kind of defense pointed right at the pods, or simply send 2+ colonists for each pod equiped with fast firing weapons (just to be sure).

One thing which bothers me: Ppl comming out of the pods are INSTANTLY awake and ready. You would imagine that it would take some time till they are 100% ready to go, these guys were DEEPFROZEN for a longer period of time and the body should take a bit of time to "boot" up to full ability.

Affects should could be: Drowsyness and impared senses (like you are if you just got forcefully woken up)

If you're positioned in melee you'll start fisticuffs and if you have 2-3 man advantage/pod you're winning that with only bruises.  I much prefer it to exchanging gunfire.  Bruises don't even get infected.
Title: Re: So Ancient Cryosleep pods
Post by: mrm on February 05, 2017, 05:30:39 AM
I build some simple walls to cut out each pod except the first one. Place few sandbags, and attack first pod with 6 pawns. Kill first guy, while the others are trying to mine trough walls. Then i shoot in one of the walls to release next guy, and kill him. And another, and so on. They will not manage to mine trough walls if walls are granite. And there is plenty of granit, i usually remove unwanted walls or floor, get granite and build from it. No turrets, no power lines.
Title: Re: So Ancient Cryosleep pods
Post by: Stormfox on February 05, 2017, 07:23:10 AM
Can we please not do threadomancy? This threads last post was over two years old until yesterday! Especially in discussing games in an early stage like this where stuff changes all the time, early posts were not made under the same experiences and assumptions as nowadays and therefore do not fit the discussion anymore and even confuse.

Since we are now here anyways, something on topic:
Cryptos are one of the really nicely made features of the game. You get a clear warning (and can simply learn to keep away from fully enclosed rooms until you are ready) and they tend to have something pretty dangerous and something pretty useful at the same time (usually survivors but at least some cool tech like a lance). My only point of criticism would be if they spawn with mechs in the room, they are extremely hard to fight because you cannot lure them out and the combat usually starts the second you remove one space of wall, making for a ridiculously narrow entrance.
Title: Re: So Ancient Cryosleep pods
Post by: Seeker89 on February 05, 2017, 07:57:32 AM
Yes lets continue the threadomancy.....

I normally set up turrets and a small kill box before opening the room. Then I'll drop the temp of the room to -250c, and open the pods, so if they are bad guys... well they are going to wake in a very cold room
Title: Re: So Ancient Cryosleep pods
Post by: b0rsuk on February 05, 2017, 09:25:21 AM
Divide and Conquer, or the coward way ?
(http://wstaw.org/m/2017/02/05/coward2_png_750x750_q85.jpg)
Two people fell out dead, one hostile (annoying voice, volatile, joywire). The megascarabs on the bottom are peaceful! The naked guy is an ex-husband of one of my colonists. He went to my hospital and occupied the bed. The game wouldn't let me treat him, so he got more and more blood loss, infection, then berserk and was punched to death.

The blue colonist wearing  hyperweave is my prize. I REALLY need someone who's a capable crafter.

If it wasn't ice sheet, I would probably use wood for the separator walls.