the new traits

Started by NalyKalZul, July 26, 2016, 07:46:53 PM

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Zombra

Quote from: ThiIsMe007 on July 28, 2016, 05:12:54 PMIt irks me in the same way that my colonists have to "capture" travellers crashed from space that are in dire need of help.

Yeah.  I never do that, I just "rescue" them, nurse them back to health, and then they leave immediately without so much as a thank you.  But it would seem even weirder to throw them into prison and try to Stockholm them into joining.  Would be nice if we could give someone distinct "guest of the colony" status.

NalyKalZul

Quote from: Zombra on July 28, 2016, 05:21:13 PM
Quote from: ThiIsMe007 on July 28, 2016, 05:12:54 PMIt irks me in the same way that my colonists have to "capture" travellers crashed from space that are in dire need of help.

Yeah.  I never do that, I just "rescue" them, nurse them back to health, and then they leave immediately without so much as a thank you.  But it would seem even weirder to throw them into prison and try to Stockholm them into joining.  Would be nice if we could give someone distinct "guest of the colony" status.

it would be nice that when a wanderer joins onto the map, that we get a lead up situation which either does let us accept the person into our colony, permanent or as reoccurring guest, assuming a other event doesn't affect said rejected wanderer.
this could also apply to rescued victims, this way we could get some events that if we absolutely don't like said person we might encounter them later on, and they at-least randomly adjusted one of there traits to be hopefully more fitting to be allowed to join your colony.

i really hope in the future the trait system at least gets reworked a bit, in desperate situations either you adjust with the group, or you anger them as a freeloader and get kicked out.
i get it a highborn person might be a permanent snob for the rest of there lives, but i recon everyone would at least try to adjust in such a situation lest they risk trowing them self's into deeper waters.

we could easily change that certain backgrounds can never have flames for certain skills just to indicate they will never learn s aid skills properly, but if there happy enough they might start pitching in more to make the current colony a better place.

a item priority system for hauling could be implement to at least have them carry items inside the colony if there eg considered clean work, a noble walking into a farm to grab food for the cook might already be pushing it but who knows, maybe he/she really likes those fancy meals the cook keeps making for them. a (hopefully) simple incentive system to make pawns more flexible.

Kagemusha12

I definitely agree ... it would be very nice to be able to reject him/her

As for getting rid of an unwanted joiner:
Why do you all think in so lethal dimensions?
Why don't you just arrest him/her and then sell him/her to the next trade caravan (or pirate/slave trader)?

(haven't tried it myself yet, as I didn't have any joiners who were so bad that I didn't want to keep them, but it would make sense ... and the 300-500 silver you get for a slave are well worth it (unless you are so tight on food, that you cannot afford feeding another mouth.)

NalyKalZul

Quote from: Kagemusha12 on July 30, 2016, 02:20:55 PM
I definitely agree ... it would be very nice to be able to reject him/her

As for getting rid of an unwanted joiner:
Why do you all think in so lethal dimensions?
Why don't you just arrest him/her and then sell him/her to the next trade caravan (or pirate/slave trader)?

(haven't tried it myself yet, as I didn't have any joiners who were so bad that I didn't want to keep them, but it would make sense ... and the 300-500 silver you get for a slave are well worth it (unless you are so tight on food, that you cannot afford feeding another mouth.)

sorry if i sound so pro on the pawn killing thing as solution to everything, but the current early limited acces of how the game works kinda makes me just want to use a backyard dog solution, if its unwanted get rid of it while minimizing the impact and possible balance it out with profit if able.
it's min maxing with the options the current game and mods gives us.

and in terms of prisoners it's not uncommon for me to have 8 mouths to feed for slave selling and 2 or 3 of those still being recruited, usually within the first 2~4 months i end up feeding allot of excessive non working mouths.
perhaps prison labor could possibly become a thing at some point? it beats being dissected for organs or be sold into slavery.

SpaceDorf

That is all true. I even have the feeling that the number of bad traits outweight the good ones.

But if you have one as bad as this with no redeeming skills under the belt .. I think the best thing would be to make them a dedicated hunter, crazy wildlife tamer or jelly collector.

That at least minimizes the bad thoughts if something "bad" might happen ..

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Lightzy

Quote from: b0rsuk on July 27, 2016, 03:53:09 PM
I wish we didn't have to use such nasty tactics. It's not like you can walk into colony and start eating our food.

+1
I don't like it either