Currently psychotic breaks aren't that scary unless the colonist that breaks has a good melee weapon/skill. If not the colonist just ups and punches a few times and is incapacitated or killed.
Psychotic breaks are also super easy to avoid, as long as someone has a bed and eats and you have some graves you are pretty much free never to worry about mood till a psychic drone/ai core turns up. In general mood seems too forgiving, for a basic colonist the threshold is 10%. For them to get that low they either sleep in the corpse stockpile or are bleeding out on the battlefield. Whilst there are some traits that raise the threshold they don't have that much effect overall.
A small change would be have the colonist use their weapon rather than default to melee. (Although it could be abused by people de-equipping colonists when at imminent threat levels.)
Other ways would be to add new behaviours to the break; say a colonist breaks but instead of being hostile starts fires around the base OR appears to carry on but plants a bomb. Anything that would make them a threat.
Maybe have a two thresholds, the first one being something like 'rebellious' where the colonist works but against the colony; during their normal tasks they have a chance to set fires/bombs, cook meals that give food poisoning, damage patients being treated/infect them etc. You can arrest them as normal but you might be tight pressed and be willing to risk the chance of bad behaviour.
Then the second one being the berserk one as per normal.
Basically mood is too forgiving a mental breaks are too easy to avoid and not a real issue for the player.
Psychotic breaks are also super easy to avoid, as long as someone has a bed and eats and you have some graves you are pretty much free never to worry about mood till a psychic drone/ai core turns up. In general mood seems too forgiving, for a basic colonist the threshold is 10%. For them to get that low they either sleep in the corpse stockpile or are bleeding out on the battlefield. Whilst there are some traits that raise the threshold they don't have that much effect overall.
A small change would be have the colonist use their weapon rather than default to melee. (Although it could be abused by people de-equipping colonists when at imminent threat levels.)
Other ways would be to add new behaviours to the break; say a colonist breaks but instead of being hostile starts fires around the base OR appears to carry on but plants a bomb. Anything that would make them a threat.
Maybe have a two thresholds, the first one being something like 'rebellious' where the colonist works but against the colony; during their normal tasks they have a chance to set fires/bombs, cook meals that give food poisoning, damage patients being treated/infect them etc. You can arrest them as normal but you might be tight pressed and be willing to risk the chance of bad behaviour.
Then the second one being the berserk one as per normal.
Basically mood is too forgiving a mental breaks are too easy to avoid and not a real issue for the player.