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RimWorld => General Discussion => Topic started by: mcawesome on December 22, 2016, 08:19:38 AM

Title: Slave labor
Post by: mcawesome on December 22, 2016, 08:19:38 AM
Anyone know if there are plans on making slave labor? I have these prisoners that just stand around all day. Can I please put them to work?
Title: Re: Slave labor
Post by: Catastrophy on December 22, 2016, 08:55:44 AM
Yes, please!
Title: Re: Slave labor
Post by: Spdskatr on December 22, 2016, 06:02:12 PM
You can use slaves to carry your items. That's it. Kinda sucks but yep.
Title: Re: Slave labor
Post by: Zombra on December 22, 2016, 06:07:15 PM
I am completely okay with the game not having an elaborate slavery system.
Title: Re: Slave labor
Post by: Headshotkill on December 22, 2016, 07:40:47 PM
Quote from: Zombra on December 22, 2016, 06:07:15 PM
I am completely okay with the game not having an elaborate slavery system.

Why not?

We already have cannibalism and we can conduct science and surgery experiments on prisoners nazi-style. Besides it would probably be a choice wether you want to do it or not.
Title: Re: Slave labor
Post by: mcawesome on December 22, 2016, 07:52:43 PM
Quote from: Zombra on December 22, 2016, 06:07:15 PM
I am completely okay with the game not having an elaborate slavery system.

Wait... What? How? Prisoners? Or just the slaves that you can buy from the traders? Because I have nit bought any of them yet...
Title: Re: Slave labor
Post by: Zombra on December 22, 2016, 08:14:45 PM
Quote from: Headshotkill on December 22, 2016, 07:40:47 PMWe already have cannibalism and we can conduct science and surgery experiments on prisoners nazi-style.

Yes yes yes.  Right on schedule.  "We can do some bad things in the game, therefore we must be able to do ALL bad things in the game!"  I was waiting for that.  You're also needed in the "I want my colonists to be rapists" thread ... and I assume an upcoming "put child pornography in the game" thread.  Looking forward to it.   >:(
Title: Re: Slave labor
Post by: Agent00Soul on December 22, 2016, 09:07:36 PM
Relax social justice warrior.

It's all gonna be okay.
Title: Re: Slave labor
Post by: Bozobub on December 22, 2016, 09:11:32 PM
Quote from: Zombra on December 22, 2016, 08:14:45 PM
Quote from: Headshotkill on December 22, 2016, 07:40:47 PMWe already have cannibalism and we can conduct science and surgery experiments on prisoners nazi-style.

Yes yes yes.  Right on schedule.  "We can do some bad things in the game, therefore we must be able to do ALL bad things in the game!"  I was waiting for that.  You're also needed in the "I want my colonists to be rapists" thread ... and I assume an upcoming "put child pornography in the game" thread.  Looking forward to it.   >:(
Perhaps you shouldn't be concern-trolling how people play a game that encourages war crimes..?

If you were in one of my colonies, you'd be kibble  (A15) or chemfuel (A16) and a stylish hat within hours.
Title: Re: Slave labor
Post by: LordMunchkin on December 22, 2016, 09:26:16 PM
You're playing colonists not slavers, raiders, rapists, etc.

However, I do agree with the sentiment of having an alternative to executing prisoners or wounded raiders. It'd be nice if there was a bounty hunter ship that would show up and buy prisoners off you. They wouldn't pay much but there would be no mood penalty for selling prisoners to them.
Title: Re: Slave labor
Post by: Zombra on December 22, 2016, 10:09:36 PM
Quote from: Bozobub on December 22, 2016, 09:11:32 PMPerhaps you shouldn't be concern-trolling how people play a game that encourages war crimes..?

"Encourages" how?  By allowing you to perform surgery on prisoners ... with the sophisticated medicine system already in the game?  Rimworld was never intended to be torture porn; it has a system that happens to allows organ harvesting as a side effect.  The cannibalism decision is intended (with crippling mood penalties, I might add) because ... you know ... survival game?

As for how y'all want to play Rimworld, do whatever you want of course.  There are lots of systems that let you do horrible shit ... again, all of which only only exists as emergent side effects of a very systems-driven game.  Abuse those systems all you want, if that's what gives you a boner!

Just don't confuse abuse with normal, intended gameplay.  When you ask for development on all-new systems for the specific and exclusive purpose of committing atrocities, I for one am not going to be hilarious about it - and it's pretty clear that that's not the direction Tynan is aiming for.
Title: Re: Slave labor
Post by: DrStalker on December 22, 2016, 10:14:20 PM
Quote from: LordMunchkin on December 22, 2016, 09:26:16 PM
You're playing colonists not slavers, raiders, rapists, etc

You say that like those things are mutually exclusive.

The slavers and raiders that show up are just other colonies that made different decisions on how they would be run and it's reasonable for us to make those same choices. 
Title: Re: Slave labor
Post by: Zombra on December 22, 2016, 10:41:31 PM
Quote from: DrStalker on December 22, 2016, 10:14:20 PMThe slavers and raiders that show up are just other colonies that made different decisions on how they would be run and it's reasonable for us to make those same choices.

That's debatable, but regardless ... you can do that stuff.  You can go shoot people, just like they can come shoot you.  You can capture their people just like they can capture yours.  That's it.

The enemies can't put prisoners through elaborate rape or slavery scenarios, so asking to have such scenarios implemented as player options on that basis is worthless.
Title: Re: Slave labor
Post by: Bozobub on December 23, 2016, 12:40:59 AM
And you are hyperventilating over something OP did not say or ask for in any way.  It's completely logical and reasonable to ask about the mechanics of slave utility, in a game that has slaves.  Get over it, future hat.  OP wasn't saying anything about turning his colony into a BDSM sex dungeon (although I now want that in a mod, you betcha!  ;)) or anything of the sort, so relax.

My current (A15) colony does NONE of those things, but my last was populated by raving lunatic cannibal fashion designers.  And once I buy the game (I play only on a friend's PC, sadly, currently), I will flog caravans in A16 to be a Leatherface Empire!  If you have a problem with that, feel free, I guess, but I'll enjoy it immensely.
Title: Re: Slave labor
Post by: Quest on December 23, 2016, 12:59:48 AM
Wow. That escalated quickly. First post so not sure what code I can use for quotes and stuff so I'll just format it thusly:

"Just don't confuse abuse with normal, intended gameplay.  When you ask for development on all-new systems for the specific and exclusive purpose of committing atrocities, I for one am not going to be hilarious about it - and it's pretty clear that that's not the direction Tynan is aiming for."

"The enemies can't put prisoners through elaborate rape or slavery scenarios, so asking to have such scenarios implemented as player options on that basis is worthless."

To be blunt, this is extreme, my friend. For one, there's already slavery scenarios in game. Secondly, slave labor has been a MONUMENTAL (literally) factor in human history. From cavemen to modern internet user slave labor has played a HUGE roll.

And, most importantly, you're reallyyyy imposing your interpretation of things and neglecting to understand other people's opinions. It's almost like you're assuming anyone that would consider the possibility of slave labor is some sort of sadist and would by default demand some sort of graphic rape/torture scenarios are implemented. C'mon. You gotta admit that's taking it far.

I was interested in this thread because I had been thinking of doing a tribal, aggressive, human-sacrificing, slavery-orientated, worshipping sort of playthrough, ie: Aztec. I find it and that culture/time interesting, and think a playthrough would be fun. Just straight up accepting every wonderer into the fold and stuff doesn't really fit with that. Slave labor though totally would, and would allow me to restrict people within the faction to those that fit the sort of "theme" more easily. The rest can retain their prisoner/slave status (which is already in game) while still working to build, harvest, grow, etc.

Anyways, I think it'd be a great mechanic and open up a lot of possibility as far as playthrough theme goes. I find the moral discussion off-topic. I'd love to have, if not an accepted vanilla mechanic, at least a mod that could achieve this. Don't know if it's possible myself, might not be able to be modded in.
Title: Re: Slave labor
Post by: LordMunchkin on December 23, 2016, 01:19:12 AM
Judging from the heavy-handed mood penalties the dev tacked on to what used to be common practices (harvesting prisoners for organs, killing them, butchering them, and selling the organs/meat/skin for loads of silver) I wouldn't hold my breather for slave labor being implemented anytime soon. Nor rape but that won't stop some people for asking for them both regularly!  ;)

On the other hand, you used to recruit people by beating them up repeatedly in a dark room so maybe the dev will implement slavery. Still, I think we've moved away from the days when gibbets with rotting corpses used to adorn what were likely slave colonies.
Title: Re: Slave labor
Post by: keylocke on December 23, 2016, 01:42:43 AM
yep. as lordmunchkin elaborated.

when it comes to bias, the main important ones are the bias of the developer and the bias of the majority. (bias of the developer being heavier than than the bias of the supporters) so no amount of logic can change that, regardless of how well anyone presents their arguments.

gist is : if your bias does not conform to the same bias of the developer or the majority, then your only recourse is to mod it yourself or wait for someone else to mod it.

so i just thought of stating that coz it's gonna end up as another prolonged argument leading towards the same conclusion.
Title: Re: Slave labor
Post by: Bozobub on December 23, 2016, 02:10:27 AM
Frankly, part of what makes running a band of cannibalistic freaks fun, for me, is how hard it can be to make it work, at least in the vanilla game (which is what I play).  If I don't farm the RNG pretty hard at the beginning, I'm doomed :P .  But that's cuz I also play that they were driven to cannibalism, so I don't actually insist on the cannibal trait.
Title: Re: Slave labor
Post by: Zombra on December 23, 2016, 02:15:59 AM
Quote from: Quest on December 23, 2016, 12:59:48 AMFor one, there's already slavery scenarios in game.

This is true.  People can be bought and sold ... again, as an extension of the systems that are already in the game for other reasons ... because buying and selling are systems already in the game.  There's no special reason to eliminate that system for one object - people can use the system or not as they see fit.  There's a big difference between than and asking for development effort to make special slave administration systems.  Right now the game has slavery but is not about slavery.  It's an important difference.

Quote from: Quest on December 23, 2016, 12:59:48 AMSecondly, slave labor has been a MONUMENTAL (literally) factor in human history.

... So what?  Is this a historical simulation now or a survival/colony building game?  Why are people always asking for stuff like this, but never for complex economic or political systems?  Politics and economics are even bigger factors in human history, but just like slavery, they're not in the scope of the game.

Quote from: Quest on December 23, 2016, 12:59:48 AMAnd, most importantly, you're reallyyyy imposing your interpretation of things and neglecting to understand other people's opinions. It's almost like you're assuming anyone that would consider the possibility of slave labor is some sort of sadist and would by default demand some sort of graphic rape/torture scenarios are implemented. C'mon. You gotta admit that's taking it far.

You decry my assumptions about other people's motivations while making assumptions about my motivations, eh?  Interesting.  :)

So far, you're the only person who has defended slavery on any other basis than "But it's an atrocity, and there are already atrocities in the game, so it's perfectly normal to want more!"  You haven't threatened to burn me in your furnace like the guy upthread*, so that's a start.  Of course I'm not saying that every person interested is an edgelord - but there do seem to be a lot of them out there.

Quote from: Quest on December 23, 2016, 12:59:48 AMI was interested in this thread because I had been thinking of doing a tribal, aggressive, human-sacrificing, slavery-orientated, worshipping sort of playthrough, ie: Aztec. I find it and that culture/time interesting.  I think it'd be a great mechanic and open up a lot of possibility as far as playthrough theme goes. I find the moral discussion off-topic. I'd love to have, if not an accepted vanilla mechanic, at least a mod that could achieve this. Don't know if it's possible myself, might not be able to be modded in.

I sincerely wish you luck on your endeavors in creating fascinating stories.  I bet yours will be much more interesting than these shock kids who are all "Nazi experiments and human leather, lol".

*Oh wait, that WAS you.  Haha.   ;D
Title: Re: Slave labor
Post by: MikeLemmer on December 23, 2016, 02:20:21 AM
Moral arguments about slavery aside, I would also argue that properly implementing a slavery system would require a lot of work to the game for the result of... actually reducing the complexity that matters.

The two advantages of slavery in the past were that you didn't have to pay them and they couldn't switch jobs. And in RimWorld, your colonists... don't get paid and can't switch colonies. So what advantage is left? You don't have to persuade them to join you? That's bypassing a gameplay mechanic. You don't have to worry about how happy they are? That's another gameplay mechanic ignored. You get to house them in substandard rooms and feed them gruel and kibble all day? Sounds like the usual treatment at some of the other colonies made in RimWorld.

You still need to set their work schedules and priorities like regular colonists, and you have to put in a new worktype for the colonist(s) that are watching them as they work, and it has to be separate from the existing Warden job because God help you if one of your Wardens can't actually fight, and then you have to set up entirely new gameplay events (slaves rioting or escaping on the job) and balance keeping slaves against having free colonists so the optimal solution isn't always to turn everyone who can't fight or do advanced work into a slave...

And what advantage do we get for all this? We can turn some colonists into (occasionally rebellious) animals instead of demanding, quirky (occasionally berserking) people. It's a lot of work to essentially let players ignore existing mechanics and strip the personalities off most of their colonists.

It'd be easier to make genetically-engineered slave monkeys for colonists to buy and put to work. And more entertaining. ("The monkeys are rebelling.")
Title: Re: Slave labor
Post by: vampiresoap on December 23, 2016, 04:53:05 AM
Quote from: Zombra on December 22, 2016, 08:14:45 PM
Quote from: Headshotkill on December 22, 2016, 07:40:47 PMWe already have cannibalism and we can conduct science and surgery experiments on prisoners nazi-style.

Yes yes yes.  Right on schedule.  "We can do some bad things in the game, therefore we must be able to do ALL bad things in the game!"  I was waiting for that.  You're also needed in the "I want my colonists to be rapists" thread ... and I assume an upcoming "put child pornography in the game" thread.  Looking forward to it.   >:(

As a matter of fact, it would be SUPER UNREALISTIC for a fringe colony to keep prisoners who sit on their ass all day doing nothing. They would normally be put to work on latrines, trenches or simply carry stuff from point A to point B. Some might consider that slavery, but I don't...cuz well, those guys did just try to shoot you in the face. Think of it as reeducation before they become proper citizens of your glorious republic. And seriously it's nowhere near as bad as rape or child pornography, which in turn are actually nowhere near as bad as harvesting human organs by force or straight up murder.
Title: Re: Slave labor
Post by: Mekhet on December 23, 2016, 05:06:18 AM
First off, this discussion reminds me of the hilarious "sexist coding" accusations that occured lately. That aside, what argument is there to not allow "slave labor" ? the guys you control are SURVIVORS, not colonists. And if you feel better about it don´t picture it as slave labor but as letting prisoners work - like it is the case in basically every prison in the world. Prisoners voluntarily work because it´s a means to escape their cells for a few hours. If i remember correctly there are even professions like prison guard or the such as background stories. And noone talked about letting your captives work until they collapse and then kill them or guards armed with whips following the prisoners.

Letting prisoners work could for example increase the chances for a breakout and a prison break after long periods of prison labor and it could even justify the fact that every escapee somehow has the keys to every room of your base. And of course any yield prisoners produce should be reduced, and every item they craft should basically be crap. they could also start going after your colonists when they are facing a raid etc etc. In my opinion there´s a whole bunch of events fitting well into the context of rimworld. We shouldn´t abandon such thoughts just because it offends some dandelions - rimworld depicts what people would do in an extreme situation. What is more natural than forcing people who tried to kill you to make your life easier as a punishment. Is killing them off really more humane
Title: Re: Slave labor
Post by: Don-Cooper on December 23, 2016, 05:07:56 AM
Quote from: MikeLemmer on December 23, 2016, 02:20:21 AM
Moral arguments about slavery aside, I would also argue that properly implementing a slavery system would require a lot of work to the game for the result of... actually reducing the complexity that matters.

The two advantages of slavery in the past were that you didn't have to pay them and they couldn't switch jobs. And in RimWorld, your colonists... don't get paid and can't switch colonies. So what advantage is left? You don't have to persuade them to join you? That's bypassing a gameplay mechanic. You don't have to worry about how happy they are? That's another gameplay mechanic ignored. You get to house them in substandard rooms and feed them gruel and kibble all day? Sounds like the usual treatment at some of the other colonies made in RimWorld.

You still need to set their work schedules and priorities like regular colonists, and you have to put in a new worktype for the colonist(s) that are watching them as they work, and it has to be separate from the existing Warden job because God help you if one of your Wardens can't actually fight, and then you have to set up entirely new gameplay events (slaves rioting or escaping on the job) and balance keeping slaves against having free colonists so the optimal solution isn't always to turn everyone who can't fight or do advanced work into a slave...

And what advantage do we get for all this? We can turn some colonists into (occasionally rebellious) animals instead of demanding, quirky (occasionally berserking) people. It's a lot of work to essentially let players ignore existing mechanics and strip the personalities off most of their colonists.

This here, has got to be the most convincing argument on here. In fact, it has convinced me entirely that a proper slave system isn't required, so I'm happy with the outcome of this thread!!! :D
Title: Re: Slave labor
Post by: Blastoderm on December 23, 2016, 05:10:04 AM

Slavery should be in the game. You can hunt people for organs, process them to kibble, eat them raw. That's a goddamn survival among slaver tribes, pirates and barbarians. At least you should be able to force slaves to work on the fields and haul stuff.
Title: Re: Slave labor
Post by: Headshotkill on December 23, 2016, 07:04:58 AM
To be clear, when I play Rimworld I'm very peacefull and Geneva-like.

You cannot be a good person if there isn't a choice for evil, if you give someone a drug that makes him imcapable of doing evil things that doesn't make him a good person.
There should be a slavery system, so we can CHOOSE, NOT to conduct slavery.
There are so many deep story lines to explore surrounding just the topic of good vs evil, colonist can have sadistic traits, others can have empathic traits, these can collide, rivalries,... It's not just the practical side of evil things like slavery and evil science experiments, it's the stories that develop around them.


I imagine a slavery system would be very interesting to ad, along with an entire market system between outposts and factions dealing slaves, and yes I think the current communist-style way that colonies behave in Rimworld should change to a more capitalist style when they're stable.
I don't expect people to work for free in a good functioning colony, once you cross a certain wealth limit they should get a mood penalty for not being individually rewarded for their work. Be it being payed or getting better bedrooms/food/..., this is already partially implemented through the "low expectation/high expectation" mood buffs but should be further expanded.
This would be where slavery comes in, they do the dirty work for free while the rest of the colony chills, although some colonists might get mood penalties for having slaves working.

Besides that, Zombra, when you're faced with the most dark and desperate situations imaginable, you will take steps nescessary to survive.
Under that façade of Western liberal values there still lurks an evil sadistic animal, I encourage you to read books of philosophers who explored things like why people murder or why Hitler was so evil.
Title: Re: Slave labor
Post by: Catastrophy on December 23, 2016, 07:19:05 AM
Why call it "slavery" when you can name it "correctional facility"?
Title: Re: Slave labor
Post by: Bozobub on December 23, 2016, 12:29:15 PM
Quote from: Zombra on December 23, 2016, 02:15:59 AM{Silliness}
No one threatened to do a thing to you, drama queen, much less throw you in a furnace.  I merely mentioned that anyone as annoying as you would be kibble (or chemfuel, in A16) and a hat within hours, in any of my Rimworld games.

Repeat 10 times slowly, while thoroughly soaking your head: "It's only a video game."

No one is forcing you to employ slaves.  No one is forcing you to have your colonists eat people and/or make them into fashionable eveningwear.  No one, in fact, is forcing you to play at all, for that matter.  And that's the bottom line:  You're kvetching about completely optional systems.  In other words, you're pissed because people have the ability to do things you find immoral in the game.

And?  You forgot to explain why anyone at all should give even the most infinitesimal fragment of a gnat turd.
Title: Re: Slave labor
Post by: Astasia on December 23, 2016, 01:47:10 PM
So lets stop and look at how prisoners are treated today in America. Private prisons are the name of the game, prisoners are "enticed" into doing menial labor for virtually no reward while the prison earns a large profit. For all intents and purposes it's a slave labor business, and business is booming. If corporations in America can do it and nobody bats an eye at it, why would it bother or surprise anyone if it was possible in Rimworld? If I want to capture a bunch of murdering raiders, then offer to keep them alive with a bed and food in exchange for doing basic tasks, that's generous, not evil. Or I could just have my pawns walk over to any downed raider and shoot them in the face, because that's what it comes down to when they have no other use. Slaughter, or the option to live and serve.

Make prisons and prisoners useful in Rimworld, IMO.
Title: Re: Slave labor
Post by: Zombra on December 23, 2016, 02:03:50 PM
Quote from: Headshotkill on December 23, 2016, 07:04:58 AMYou cannot be a good person if there isn't a choice for evil, if you give someone a drug that makes him imcapable of doing evil things that doesn't make him a good person.
There should be a slavery system, so we can CHOOSE, NOT to conduct slavery.

By that logic, there should also be a rape system, a torture system, a domestic abuse system, and a child pornography system in the game, so we can choose not to use them.  I'm sure Tynan would agree that that's development time well spent.

Quote from: Headshotkill on December 23, 2016, 07:04:58 AMBesides that, Zombra, when you're faced with the most dark and desperate situations imaginable, you will take steps nescessary to survive.

Agreed, and that's interesting ... but slavery is not a matter of survival for slavers; it's a matter of profit.  "I'm starving, I'm going to go enslave someone and make them cook for me"?  Doesn't ring true somehow.

Quote from: Bozobub on December 23, 2016, 12:29:15 PMRepeat 10 times slowly, while thoroughly soaking your head: "It's only a video game."

lol.  So I'm not allowed to argue my side of the case because you think I'm upset?  What was that you were saying about not making assumptions about people's motivations?   ::)

Quote from: Bozobub on December 23, 2016, 12:29:15 PMAnd?  You forgot to explain why anyone at all should give even the most infinitesimal fragment of a gnat turd.

For about the 5th time, slavery is out of scope for the game, would reflect badly on the game and the dev as a "bullet point" on the box, and it would be a waste of development time better spent on the game the dev actually wants to make.
Title: Re: Slave labor
Post by: Thirite on December 23, 2016, 03:00:43 PM
Quote from: Zombra on December 22, 2016, 08:14:45 PM
Quote from: Headshotkill on December 22, 2016, 07:40:47 PMWe already have cannibalism and we can conduct science and surgery experiments on prisoners nazi-style.

Yes yes yes.  Right on schedule.  "We can do some bad things in the game, therefore we must be able to do ALL bad things in the game!"  I was waiting for that.  You're also needed in the "I want my colonists to be rapists" thread ... and I assume an upcoming "put child pornography in the game" thread.  Looking forward to it.   >:(

Oh fuck off back to whatever Tumblr/Salon/SRS hugbox you crawled out of you transparent social justice goon.

Moderator's edit - User was warned for this post.
Title: Re: Slave labor
Post by: Zombra on December 23, 2016, 03:55:42 PM
Hahaha.  Yeah, sorry I intruded on your Basement of Anger.  I'll gladly leave you to it - right after Tynan puts up the EDGELORDS ONLY sign.  ("You must be this edgy <--------------> to play Rimworld.")  Hold your breath.
Title: Re: Slave labor
Post by: Thirite on December 23, 2016, 04:09:12 PM
You're the only one getting upset here. Who the hell brought up adding child porn into the game? You did. Multiple times. It's kind of disturbing. Slavery has nothing to do with child abuse.
Title: Re: Slave labor
Post by: Headshotkill on December 23, 2016, 04:23:31 PM
Quote from: Zombra on December 23, 2016, 02:03:50 PM
Quote from: Headshotkill on December 23, 2016, 07:04:58 AMYou cannot be a good person if there isn't a choice for evil, if you give someone a drug that makes him imcapable of doing evil things that doesn't make him a good person.
There should be a slavery system, so we can CHOOSE, NOT to conduct slavery.

By that logic, there should also be a rape system, a torture system, a domestic abuse system, and a child pornography system in the game, so we can choose not to use them.  I'm sure Tynan would agree that that's development time well spent.

No that's not my logic, that's just plain wrong.
First, rape is probably a magnitude worse than slavery, slavery is a system where someone loses their freedom and has to obey a master.
There are many examples where slave masters were very humane and respecting to their slaves, like in the Roman empire where house slaves and agriculturale slaves lived decent lives. There were also examples of atrocious acts committed against slaves, like in 18th/19th century America, but we must bring in the racism factor for those times...

What I'm saying is, slavery is a system, a hybrid economic/judicial system. It will probably sound weird to you but slavery on it's own is by definition, a neutral system. Meaning it is neither good or evil, it is the way it is executed that decides it's moral value.

Rape is full blown sexuall assault, it is inherently evil and no matter what way you perform it or what method you use it's evil. Do I want this implemented? NO, IN WHAT ******* WAY DO YOU THINK I WOULD WANT SOMETHING LIKE THIS, SHAME.

Child pornography, I'm not even sure if you're serious about this, and it makes me think you know little about this game. Tynan has said he doesn't want people giving birth and children in the game as it doesn't fit the timeframe a single game plays in. And again, DO YOU THINK I'M A F*****G PEDOPHILE WTF!

I feel as though you have very little substance in your arguments, just because your feelings are hurt by a warped mentality of a subject you shouldn't force it upon others and at the same time portray other rational people that you don't agree with as the most evil scum on the earth surface.
This post clearly shows you have nothing to defend your claim, it was a copy paste of your first respons to me. Blatantly accusing me of wanting rape and child pornography in this game, that's it, you expect me to get scared of some buzz words?
Title: Re: Slave labor
Post by: vampiresoap on December 23, 2016, 04:24:16 PM
Will everyone just ignore the crazy liberal and get back on topic? They see oppression and injustice everywhere they go. Can't even have a small talk nowadays without offending these unthinking SJW's. They are largely irrelevant in any sort of important discussions anyways, so just ignore them.
Title: Re: Slave labor
Post by: Lerin on December 23, 2016, 04:58:21 PM
All hope in 1000101.

If living garbage was enough confident to attack my base, now it need stand face to face with consequences: rebuild my base, pay with organs, starve to death, and rest of body will be used to make kibble or fertilizer...

After this i just shut down computer, and back to real life.

Probably in real life i wont enslave any living creature, better... i will pack old cereal, pet foods and i give it to the animal shelter..

Really people if you are not able to see border between game and life, you should not play any game.
Title: Re: Slave labor
Post by: skullywag on December 23, 2016, 05:00:58 PM
Theres too much nonsense in this thread already, keep it ontopic and civil or ill start handing out bans. First and final warning.
Title: Re: Slave labor
Post by: Lerin on December 23, 2016, 05:04:53 PM
So back to the topic, 1000101 will continue his project ?
i ask in his topic, but still not response
Title: Re: Slave labor
Post by: Thirite on December 23, 2016, 05:14:26 PM
1000101 already stated he's not going to complete the mod until RimWorld is in a more complete/less constantly changing state. Maintaining a mod of that scope is not easy.
Title: Re: Slave labor
Post by: Zombra on December 23, 2016, 05:59:14 PM
Quote from: Headshotkill on December 23, 2016, 04:23:31 PMNo that's not my logic, that's just plain wrong.

Um ... that's exactly what you said.  Evil options must be in the game so we can choose to be good.  I didn't make up the part where I quoted you.  It was a quote.

Quote from: Headshotkill on December 23, 2016, 04:23:31 PMThere are many examples where slave masters were very humane and respecting to their slaves

You know what, if you want to play that out, just recruit the prisoner and say he's a 2nd class citizen in your colony.  You don't need a whole human property system to enforce this.

Quote from: Headshotkill on December 23, 2016, 04:23:31 PM[Slavery] is neither good or evil, it is the way it is executed that decides it's moral value.

Wow.  Okay, if that's what you really think, then we're not going to change each other's minds on that point here today.  I will draw your attention to your previous post though, where you advocated "evil" in the game so the player could choose not to indulge it.  This is a direct contradiction to what you just said.  If we're going to debate, please pick one point of view and stick to it :)

If your new platform is "Slavery is good!", I'd love to see you really sell it.  I'm sure Tynan will be easily swayed.

Quote from: Headshotkill on December 23, 2016, 04:23:31 PMRape is full blown sexuall assault, it is inherently evil and no matter what way you perform it or what method you use it's evil. Do I want this implemented? NO, IN WHAT ******* WAY DO YOU THINK I WOULD WANT SOMETHING LIKE THIS, SHAME.

I'm glad to hear you say that, but the same arguments are being used in this thread and the "forced prostitution" thread (https://ludeon.com/forums/index.php?topic=28053.0).  "We can harvest organs so we should be able to have slaves."  "We can harvest organs so we should be able to rape prisoners."  There are people in this very thread who think slavery and rape should be in the game for the exact same reason.  If you're not one of them, great; but you may be in a minority.

Quote from: Headshotkill on December 23, 2016, 04:23:31 PMChild pornography, I'm not even sure if you're serious about this, and it makes me think you know little about this game. Tynan has said he doesn't want people giving birth and children in the game as it doesn't fit the timeframe a single game plays in. And again, DO YOU THINK I'M A F*****G PEDOPHILE WTF!

Well again, both this and the previous point were brought up because you advocate evil options in the game (so you can not choose them).  I know Tynan isn't going to make a system for children ... but it wouldn't surprise me to hear that someone wants him to specifically so they can perform child abuse.

Quote from: Headshotkill on December 23, 2016, 04:23:31 PMJust because your feelings are hurt by a warped mentality of a subject you shouldn't force it upon others and at the same time portray other rational people that you don't agree with as the most evil scum on the earth surface.

Hey, I just said I would be happy for there to not be slavery in the game and people started asking for my opinions.  Anybody who wants me to shut up can just stop talking to me - I promise not to reply to myself.

It's informative, though, that so many people think to seem that my "slavery is bad" opinion makes me "warped".   :-\

Quote from: Headshotkill on December 23, 2016, 04:23:31 PMThis post clearly shows you have nothing to defend your claim, it was a copy paste of your first respons to me. Blatantly accusing me of wanting rape and child pornography in this game, that's it, you expect me to get scared of some buzz words?

"Scare" you?  That's not my intent at all.  Why is everybody so quick to attack me based on my imagined intent?  I was just following the logic of what you said: that it's a good thing to have evil options so we can not choose them.  Logically, that means that the more (and more evil!) evil options available in the game, the better.  Therefore, you should want rape in the game.  It's called reductio ad absurdum, which means that sticking to your argument will take you to places you didn't want it to go.  Of course you seem to be abandoning that argument now, so ... I've done my job.  Thanks for reading.


Moderator's edit - This user received a temporary ban in relation to the posts they made in this thread for repeated violations of forum rules 1, 3, 5, and 16.
Title: Re: Slave labor
Post by: Calahan on December 23, 2016, 06:19:42 PM
Okay, this is getting locked now, at least temporarily, but probably permanently.

Any sort of suggestion or accusation that other players want to see child abuse implemented in the game is, quite frankly, an utterly disgusting way of thinking. So I'm putting a stop to any such train of thought right now before it gets totally out of hand (if it hasn't already).