Best Use For Useless Pawns?

Started by vampiresoap, May 20, 2017, 03:02:45 AM

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vampiresoap

There's gotta be better alternatives than harvesting their organs or euthanizing them...

ReZpawner

Harvest their organs, then butcher them and turn them into dusters (higher value per material cost than hats). You can also arrest them and sell them into slavery.

Also: Operation Human Shield works well with useless pawns.

O Negative

I don't know what you classify as useless, but I always find a use for people incapable of certain things. If someone is only capable of one job, that's the job they do. When they can't do that anymore, because they've done such a great job, I honestly don't have any complaints :P

I don't play on extreme difficulties and don't feel the need to min/max my colonists.

vampiresoap

Quote from: O Negative on May 20, 2017, 03:28:49 AM
I don't know what you classify as useless, but I always find a use for people incapable of certain things. If someone is only capable of one job, that's the job they do. When they can't do that anymore, because they've done such a great job, I honestly don't have any complaints :P

I don't play on extreme difficulties and don't feel the need to min/max my colonists.

People who just can't fight are usually considered useless in my eyes...I always play on extreme so I kind of have to be very selective of who I choose to keep.

O Negative

I understand your perspective. I think it would be nice if colonists incapable of violence didn't count against you when the game decided how big your raid is going to be :/

ReZpawner

If they don't do violence, you could always hope and pray that they are decent doctors. It can be handy to have someone who can rescue downed colonists in the middle of a battle. If they can't - cut their organs out and get tailoring.

vampiresoap

Quote from: ReZpawner on May 20, 2017, 04:06:24 AM
If they don't do violence, you could always hope and pray that they are decent doctors. It can be handy to have someone who can rescue downed colonists in the middle of a battle. If they can't - cut their organs out and get tailoring.

It's nice if they are doctors, but it'd be nicer if they can shoot back ;P Though normally you can still use them in a fight because you can just slap personal shield on them and tell them to stand in front of your shooters, and they do initiate melee fight when they are standing close enough to enemy pawns...but all and all, a pawn who can fight is still way better...

ReZpawner

Quote from: vampiresoap on May 20, 2017, 04:10:44 AM
Quote from: ReZpawner on May 20, 2017, 04:06:24 AM
If they don't do violence, you could always hope and pray that they are decent doctors. It can be handy to have someone who can rescue downed colonists in the middle of a battle. If they can't - cut their organs out and get tailoring.

It's nice if they are doctors, but it'd be nicer if they can shoot back ;P Though normally you can still use them in a fight because you can just slap personal shield on them and tell them to stand in front of your shooters, and they do initiate melee fight when they are standing close enough to enemy pawns...but all and all, a pawn who can fight is still way better...

Ah, the all-important "operation get behind the darkies" :P

ArguedPiano

#8
Quote from: vampiresoap on May 20, 2017, 04:10:44 AM
Quote from: ReZpawner on May 20, 2017, 04:06:24 AM
If they don't do violence, you could always hope and pray that they are decent doctors. It can be handy to have someone who can rescue downed colonists in the middle of a battle. If they can't - cut their organs out and get tailoring.
It's nice if they are doctors, but it'd be nicer if they can shoot back ;P Though normally you can still use them in a fight because you can just slap personal shield on them and tell them to stand in front of your shooters, and they do initiate melee fight when they are standing close enough to enemy pawns...but all and all, a pawn who can fight is still way better...

They're also nice for rescuing other downed pawns during a fight as you're not losing any firepower.
Or sometimes I'll use them to stand in a doorway so if I need to retreat, my pawns don't get stuck in the loop of opening and closing the door as they pass through one by one. Especially useful when you have bugs chasing you.
The only difference between screwing around and science is writing it down.

Shurp

devmode: destroy tool -- works wonders

You can also turn them into a human piñata by arming your colonists with logs and beating them.  Repeat until they have negative relationships with everyone, then execute them for a colony-wide morale boost.
If you give an annoying colonist a parka before banishing him to the ice sheet you'll only get a -3 penalty instead of -5.

And don't forget that the pirates chasing a refugee are often better recruits than the refugee is.

ArguedPiano

Quote from: Shurp on May 20, 2017, 07:59:37 AM
devmode: destroy tool -- works wonders

You can also turn them into a human piñata by arming your colonists with logs and beating them.  Repeat until they have negative relationships with everyone, then execute them for a colony-wide morale boost.

Wow that's evil. Bonus: more skill for your doctors.
The only difference between screwing around and science is writing it down.

Barley

Quote from: vampiresoap on May 20, 2017, 03:36:08 AM
People who just can't fight are usually considered useless in my eyes...I always play on extreme so I kind of have to be very selective of who I choose to keep.
If they can't fight, create a 1x1 allowed area behind a wall next to a turret and prioritize repairs. There! Now they're totally capable of violence...indirectly...

If that doesn't work, give them a shield and tell them to stand behind a 1x3 wall on one of the corners and be bullet magnets. When the shield dies, they hide in the center of the wall. If the enemy has melee, deploy your own melee line behind her and have her lead the enemy to them.

iceteazz

 _ I usually very selective in recruit people, if some "useless " people join my colony, i just arrest them, put them to a prison outside my base, with door opened, then they just "prison break " and go away in peace. I sometime recruit non-violent people because they got great talents beside fighting, for that people i usually let them wear power armor set, energy shield and ... lead the charge, or just use them to repair turrets, rescue wounded people etc.  The last thing i want to do is haverst their organs or selling them as slaves lol

grrizo

Use them for rescue, doctoring, recruiting, putting down fires, distraction, ambushes, human shields, etc. Be creative and strategic.
I know, when you have a somewhat easy colony you can tolerate useless colonist and even pyros but when its harder, you need to be selective. Although, I don't think that you should kill them or butcher them, a mental break during a combat due to  those actions can be more lethal for a colony than just a bunch of useless colonists. Really.
Lavish meal, now with extra Yorkshire terrier meat.

mumblemumble

If only there was suicide vests.... Then maybe these colonists could be useful?
Why to people worry about following their heart? Its lodged in your chest, you won't accidentally leave it behind.

-----

Its bad because reasons, and if you don't know the reasons, you are horrible. You cannot ask what the reasons are or else you doubt it. But the reasons are irrefutable. Logic.