I thought it would be cool to open a suggestion based on this idea from Tynan. So maybe when he has time he could find even one of our suggestions helpful for this direction he is pursuing.
My ideas on how this could be implemented are as followed. Please give me your suggestions as well.
- Drug addict wanders into colony. Colonist got lost on a drugged out trip and decided to join your colony.
- Pyromaniac joins colony. After being kicked out from their tribe for lighting the base on fire. "Colonist" some how convinced one of your pawns to join.
- All prisoners have a chance to become a spy after recruitment. Since prisoner recruitment is the most optimal choice for most people in growing their colony with no side effects or reduction in safety compared to chased refugee or caravan quests it only is fitting they have a negative.
All prisoners have a chance to revert back into an enemy and because they were a spy, they have notified the next raiding party where all of your defenses are located . They will also start attacking from within.
Or to take away the raid focus the next possibility could be. The spy convinces one of your colonist to rebel against you. You can in prison both of them. Both will have a less likely chance of becoming a spy/rebel after recruitment.
Quote from: Tynan on July 14, 2018, 11:27:18 AM
One thing to bear in mind regarding pawn usefulness: I'll always try to keep the game balanced. So if difficulty was added to one area by making more pawns with problems (or other internal colony/survival challenges), difficulty would be removed from other areas (e.g. toning down raids).
It's not about just making the game harder by adding more pawn selection challenges, it's about shifting the difficulty that's there from massive raid defense towards internal management.
All that said, I've no concrete plans to change anything on this soon, there's a lot more immediate things to solve for 1.0.
My ideas on how this could be implemented are as followed. Please give me your suggestions as well.
- Drug addict wanders into colony. Colonist got lost on a drugged out trip and decided to join your colony.
- Pyromaniac joins colony. After being kicked out from their tribe for lighting the base on fire. "Colonist" some how convinced one of your pawns to join.
- All prisoners have a chance to become a spy after recruitment. Since prisoner recruitment is the most optimal choice for most people in growing their colony with no side effects or reduction in safety compared to chased refugee or caravan quests it only is fitting they have a negative.
All prisoners have a chance to revert back into an enemy and because they were a spy, they have notified the next raiding party where all of your defenses are located . They will also start attacking from within.
Or to take away the raid focus the next possibility could be. The spy convinces one of your colonist to rebel against you. You can in prison both of them. Both will have a less likely chance of becoming a spy/rebel after recruitment.