I gotta say tho - the AI is pretty bad when they try to steal. I've had them try and make off with colonists (never stuff) and when they start to do that, I generally love it.
If a pawn is down, I'm probably not fairing to well in the fight. As soon as they start to kidnap a colonist, the enemies damage output drops to next to nothing and my guys gun everyone down without a fight.
I wish the AI knew how to 'attack move' - basically they could have an 'objective' (kidnap pawn, haul rock, eat meal etc etc) but were able to interrupt the action to engage hostiles and then return to the objective once the hostile is neutralized.
This would also mean when pawns are sieging if the guys with rifles started constructing it would mean you couldn't move in and slaughter everyone with unhampered long range fire like you currently can. Pawns trying to kidnap wouldn't break cover, get slaughtered and then posthumously send someone else to finish the job.
If a pawn is down, I'm probably not fairing to well in the fight. As soon as they start to kidnap a colonist, the enemies damage output drops to next to nothing and my guys gun everyone down without a fight.
I wish the AI knew how to 'attack move' - basically they could have an 'objective' (kidnap pawn, haul rock, eat meal etc etc) but were able to interrupt the action to engage hostiles and then return to the objective once the hostile is neutralized.
This would also mean when pawns are sieging if the guys with rifles started constructing it would mean you couldn't move in and slaughter everyone with unhampered long range fire like you currently can. Pawns trying to kidnap wouldn't break cover, get slaughtered and then posthumously send someone else to finish the job.
