Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - TheVoice

#1
Ideas / Re: Slavery/Prisoner system
November 14, 2013, 06:06:32 PM
Quote from: litlbear on November 14, 2013, 02:50:27 PM
like it all except the fact that prisoners and slaves require less food.  this makes no sense to me, it should be equal, just the mental stats of slaves and prisoners should break under worse circumstances

My thinking is that although they'd like and need the same amount of food as a colonist they're not really in a position to argue.

It's all there for a mechanical reason.  If they cost the same to keep then why would you not convert them to colonists? If they cost less food it might be worthwhile keeping slaves and prisoners and taking the work efficiency hit.
#2
Ideas / Re: Your Cheapest Ideas
November 14, 2013, 11:53:47 AM
I'd like to see a change to the existing wildlife, here are my thoughts:

1. Remove Muffalo from the map and instead have events where they migrate across the map (Like herds of cattle from our planet).
2. Make Muffalo destructive to the environment (trampling vegetation and smaller critters and eating plants).
3. When a Muffalo goes mad have them beeline to crops (including hydroponics), battering through doors and when they get there consume everything they can. They could even cause damage to Hydroponics tables whilst eating (Ever hear of a Muffalo in a china shop?).
4. Boomrat, when it goes mad have it chew on cables, once it chews through have the boomrat explode.
#3
Ideas / Re: Slavery/Prisoner system
November 14, 2013, 11:41:06 AM
Quote from: Galileus on November 14, 2013, 10:10:45 AM
Some solid stuff there, I have one thing to address:

6. It seems... weird. I would say you can persuade prisoner to be a colonist (assimilation by happiness) or break him into being a slave (assimilation by fear). I would also make a distinction between slaves you captured (wouldn't it be fun if some passing caverns or landed raiders had them as servants?) and ones you broke yourself - with the ability to assimilate through happiness only for ones that someone else broke. On the other hand slaves you broke yourself could fetch much better price on the market (first hand merchandise).

The reason I set it up as I did was because it felt weird to me that you'd trust someone who attacked you a few nights previously to run freely around your colony. Prisoner to slave to colonist simulates the process of the prisoner slowly gaining trust within the colony.

However, there could always be two loyalty thresholds, one to convert to slave and one to convert to colonist.

Passing slave caravans that you can raid sounds awesome as well as the option to become a slave dealer (which I suppose makes the raiders the good guys!).
#4
Ideas / Slavery/Prisoner system
November 14, 2013, 09:44:57 AM
Here are some of my ideas on how to expand the slavery and prisoner system.
 
1. There are three types of colony "member". Colonist, Slave and Prisoner.
2. Prisoners can be put to work in a chain gang, they are limited in the work types they can do (Mining and Growing) and require a colonist to keep watch over them (although one colonist can watch the whole gang). They are also the slowest workers but require the least food.
3. Slaves can work independently and on more work types but are slower than colonists and need more food than a prisoner (but less than a colonist)
4. Colonists can do any work type (that their background allows) and work fastest although they require the most food.
5. Slaves/prisoners have a higher resistance to mental breaks, being somewhat resigned to their fate but instead have events tied to their fear and happiness.
6. You can persuade a prisoner to become a slave (kind of like a reward for good behaviour).
7. You can persuade a slave to become colonist (effectively freeing the slave). You can also free a slave but they will leave if you haven't persuaded them to join you.
8. Slave and colonist can be made prisoners (as a punishment for bad behaviour).
9  Slaves and prisoners that become colonists may hold grudges (or good feelings) based on their treatment whilst a slave or prisoner. Colonists, slaves and prisoners are effected less by treatment people outside their group and even less by treatment of people lower down the pecking order unless traits state otherwise.
10. Character traits effect how they handle being enslaved/imprisoned and also how they react to the treatment of prisoners and slaves.
11. Events tied to this system - Hunger strikes, refusals to work, uprisings, freedom fighter raiders that try to free slaves (can cause slaves to rise up at the same time), barricading themselves in a room, sabotage.
12. How you deal with things effects other slave/prisoner moods. Eg. If a prisoner attacks a warden and you execute him for it, prisoner fear and unhappiness increases which might prevent further uprisings or escalate depending on the personalities involved.