heyho
somtimes i have prisoners who i dont need in my colony right now.
i think it will be cool if you can force them to work for you.
like:
cleaning, cooking, growing
i dont want a prison architect :D but a little bit work for them to do instead of chilling around in my prison wont hurt.
cheers
Emmchen
So, slaves, practically. I like the idea.
Some of your more empathic colonists would refuse to stand for it and get large mood reductions. Some might get a power kick out of it and get a mood bonus.
Considering how many prisoners you can get in one play through I would say this is a good idea.
But you may need to have the warden with them at all times to prevent them simply running away... unless you have those explody collars :D
You'd let people whom you are holding against their will, and that
already wanted to kill you touch your food? Well you're game, aren't you... You'll probably be dead soon, but you're game. :P
Jokes aside though, I'd love slave labour. You don't work, you don't get fed!
Quote from: Lazarus on August 19, 2014, 05:19:29 AM
Considering how many prisoners you can get in one play through I would say this is a good idea.
But you may need to have the warden with them at all times to prevent them simply running away... unless you have those explody collars :D
Why would you allow them outside in the first place?
Quote from: Damien Hart on August 19, 2014, 08:51:38 AM
Why would you allow them outside in the first place?
To plough the fields! Why else? Well... I guess you can do some blood sport...
though you can sorta do that anyway... with turrets...
Quote from: Lazarus on August 19, 2014, 09:51:37 AM
Quote from: Damien Hart on August 19, 2014, 08:51:38 AM
Why would you allow them outside in the first place?
To plough the fields! Why else? Well... I guess you can do some blood sport... though you can sorta do that anyway... with turrets...
Fields? No way, hydroponic drug farm... I mean food, definitely food.
And bloodsport's more fun in a maze. Never know what's around the next corner.
Quote from: Encode on August 19, 2014, 08:36:33 AM
Once, I've actually tested having a BIG prison cell and make farm region and production buildings, and was secretly wishing some prisoners will either plant&grow their own food, or at least 'steal' some tools from the worktables and make something to enable their escape/lock-pick their way out. Haha
wrong game :D ;)
nah... as an event you can put somthing in like... dont know. the agent event.
slaves is a good idea and you can easly put in a negative effect. slaves dont wanna work so there is a chance that these guys going on rampage. if you dont have your weapons secure, he will grab something and start shooting.
and working outside? :D nope. ill never trust my prisoners^^
are the doorkeys in alpha6 or is it a mod? all my pawns have keys but the doors are open for everyone... if these keys are from the original game, maybe we will se lockable doors or even more options.
and then you can assign some doors to open for prisoners. no need for a warden 24/7
or add a prisoner region like home region and if your prisoner deside to run of, a warden will catch him. for now, prisoners are "slowed" so the warden can catch him realy easy.
maahh i dont wanna go to deep in this becaus it is not prison architect.
and my english is to bad for a big discussion^^
Quote from: EmmaWayne on August 19, 2014, 03:40:04 PM
are the doorkeys in alpha6 or is it a mod? all my pawns have keys but the doors are open for everyone... if these keys are from the original game, maybe we will se lockable doors or even more options.
and then you can assign some doors to open for prisoners. no need for a warden 24/7
Door keys seem to be a thing in this now and the only people that can walk though them are your pawns and guest pawns from visiting sites... only ones that have problems with the doors are prisoners and raiders ;D
There are some mods (I think) that have blast doors and such but I don't know if they are lockable!
You have the colonist only mod and the miscellaneous mod.
Both have doors that can be closed for specific groups:
Open for all, normal mode, closed for visitors, closed for all.
Select a mod and try which you want :)
Quote from: Haplo on August 20, 2014, 06:42:10 AM
You have the colonist only mod and the miscellaneous mod.
Both have doors that can be closed for specific groups:
Open for all, normal mode, closed for visitors, closed for all.
Select a mod and try which you want :)
?
That was in reply to Lazarus:
There are two mods, who change the behaviour of the doors:
Colonists Only Doors (http://ludeon.com/forums/index.php?topic=5178.0) and Miscellaneous (http://ludeon.com/forums/index.php?topic=3612.0)
Test them and select for yourself, which door mod is yours to use :)
I love the idea of getting colonists with psychological traits meaning you could have happy barbaric settlement. So they LIKE killing and cannibalism. So slaving and violence and blood sports would all be positive things.
Would make for a brilliant alternate game style, and of course if you wanted a normal colony having someone like that who would abuse prisoners or try to kill people of their own accord would be a problem the player had to face.
Quote from: MajorFordson on August 21, 2014, 02:33:15 AM
I love the idea of getting colonists with psychological traits meaning you could have happy barbaric settlement. So they LIKE killing and cannibalism. So slaving and violence and blood sports would all be positive things.
Would make for a brilliant alternate game style, and of course if you wanted a normal colony having someone like that who would abuse prisoners or try to kill people of their own accord would be a problem the player had to face.
I think this may just be a different type of suggestion :)
Well the barbarians have to have slaves to do their bidding right? Why grow your own food when you can threaten captives with torture and death?
Ahhh that's what you meant! Sorry sorry the way I read it felt like you just wanted to capture people to sell into slavery and kill them! Must just be me being tired lol
Well you can already do those two things! I was just pointing out that with the possibility of slave labour comes the possibility of alternate play styles, such as mercilessly psychotic barbarian camp.
Hmmm like an established colony of tribesmen but you can only do the basic of the basic buildings for when you expand or only have one building (with sleeping spots) for everyone... then go on raids to near by colonies?
Oh no, simply have colonists with traits that make them HAPPY to cause and witness pain, and make them hate working. Then as a player you could try to attract these types of people, and have a barbaric, slave-keeping camp.
Quote from: MajorFordson on August 21, 2014, 05:32:52 AM
Oh no, simply have colonists with traits that make them HAPPY to cause and witness pain, and make them hate working. Then as a player you could try to attract these types of people, and have a barbaric, slave-keeping camp.
Or jolly old camp full of nobles, tea and deck of cards =P
Slaves are acutally a pretty nice idea. There is so much cool stuff you could do with the prisoners, only having the option to kill or recruit them is kinda lame. Slaves would be really cool and the fear-system fit this option perfectly. If they dont want to work just beat them up. There are so many situations you need slaves, for example after a big raid. Your base is on fire, your food is rotten but your prisoners are just hanging around waiting for their food.
Slave labour sounds kind of cool ?