Quote from: Goldenpotatoes on May 11, 2016, 12:53:08 PMQuote from: rexx1888 on May 10, 2016, 10:52:22 PM
what fantasy is this now. berserk mental breaks are the most absurd thing in a colony, an often end in colonist and colony animal death. its bananas. the leaving the colony break was removed because there was no easy way to interfere with it, which is LITERALLY the same problem with the berserk break. short of arresting a colonist, which makes them not a colonist anymore, you cant do squat to hard mental breaks. its frusterating as an id like to have a bit more agency around how i deal with the damn things. that also has little to do with suicide attempts, as the problem of not being able to do anything already exists an needs a rethink
I think if your berserk breaks are ending in colonist deaths then maybe you should reconsider not detaining them with longswords and rifles.
Berserk break also comes after a colonist hits a 'terrible mood', which is warned on the right side of the screen consistently. If your colonists are going into terrible moods, that's when you as the player needs to step in and change some things about how the colony is running to keep colonists from beating the shit out of eachother.
Suicide is dumb because the only way I could see it rolled in is as another hard break. Keeping track of colonists is bad enough as is at larger numbers in vanilla (EdB's colonist bar ftw), let alone if one decides to go out of their way purposefully with intent to off themselves. Yeah, sure sounds fun for the player to track down a colonist only to hear the event blip followed by the message "Jimmy Jimbo has killed themselves." Whoopie freakin' doo.
Giving a warning about suicide beforehand would kill the entire point of it as the player would just immediately send someone to arrest/incap said colonist, just like you'd do with a berserk.
gameplay fun trumps 'realism'.
that's what we're trying to figure out here: a way to implement suicide in a fun way. making the warning a chance, not a guarantee, would be a solution to the warning issue. on the other hand, as there is absolutely no fog of war right now in rimworld anyway, one might as well just guarantee it - at least when the pawn actually does it. that way, you can react to it even if you don't notice it, but it is still way easier to deal with if you notice it beforehand, and talk them out of it. on a side note, checking in on the colonists currently in a terrible mood once in a while shouldn't be too hard.
