Public Execution

Started by HsaS, August 04, 2017, 04:15:35 AM

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HsaS

Option for killing prisoners. They would be executed at an "Execution Spot" which you put down prior and the whole colony comes to watch.

Would have different mood impact on everyone. Some colonists would think "Serves them right!" while others may get "I can't believe this colony has resorted to this!"

Thoughts?

Bakar

Nice, it could have an extra mood boost if the person killed a colonist or is a raider boss.
Never interrupt your enemy when he is making a mistake.

O Negative


SpaceDorf

Me too, what about Heads on Pikes as Buildable item ?
Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
Avatar Made by Chickenplucker

Toast

Sorry but this kind of seems like grimdarkiness for its own sake. You can already execute prisoners or even just murder them in the style of your own choosing. You can make clothing out of their skin. Colonists already react to these atrocities in a variety of ways (bloodlust/psychopaths). This suggestion wouldn't seem to add anything to the game except shock factor.

SpaceDorf

 ;D and all those stupid Housewives and Politicians that suddenly thought shooters make you evil .. and yet have never played an RPG or Sim game .. well .. at least in Sim Games you are not acting evil .. you make economic decissions.
Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
Avatar Made by Chickenplucker

dogucan97

Why just execute them when you can make them kill each other? You would bring all your prisoners to the arena, and the survivor would be released without being turned into a hat, and it's free entertainment for colonists!
This probably won't be an official feature of the game, but it could be a pretty good mod.

O Negative

I think a precursor to public executions would be a system of order/law or hierarchy established by colonists. A public execution doesn't mean much in a game without a basic concept of law & order. I think that's honestly what I'm hoping for more than anything lol

Dargaron

#8
This could also be a precursor to a better motivation system for raiders. I've always found it odd that raiders...don't really act like raiders. They don't seem to want resources or anything like that: these large, heavily-armed bands of humans (from various backgrounds) seems more concerned with random destruction than actually, you know, living.

I once left my base completely abandoned for a while (a decent sized, 50k wealth structure) because I was an idiot, and a group of raiders showed up. Despite the storerooms having a ton of foodstuffs, plasteel and straight-up silver, the raiders just spent their time destroying all the workbenches, heaters/coolers and (extremely comfortable) furniture, making random holes in the walls, then left, not one iota richer than they were to begin with: in fact, they actually lost resources, since I think one of them used a smokeleaf joint he brought with him. They didn't even eat some of my Fine Meals in my awesome dining room! They left hungry! *mind blown*

Note this wasn't a group of cannibal psycopaths: individually, any one of them would be perfectly happy living at my colony, eating fine food and living in carpeted rooms. These were normal people who showed up at an abandoned building, set some things on fire, made holes in the walls and left.

Something like this might play into a future "raider mentality" system, where harsh responses (like executing captured raiders, putting their heads on spikes, making human hide clothing) lead to more infrequent ("Those guys are scary!") but larger raids ("If we're going to take them out, we don't want to fail!"), while gentler treatment (releasing prisoners, paying off raiders with tribute of food/silver/weapons/etc.) leads to more frequent but smaller raids.

Toast

Quote from: Dargaron on August 04, 2017, 10:51:02 PM
This could also be a precursor to a better motivation system for raiders. I've always found it odd that raiders...don't really act like raiders. They don't seem to want resources or anything like that: these large, heavily-armed bands of humans (from various backgrounds) seems more concerned with random destruction than actually, you know, living.
...
Something like this might play into a future "raider mentality" system, where harsh responses (like executing captured raiders, putting their heads on spikes, making human hide clothing) lead to more infrequent ("Those guys are scary!") but larger raids ("If we're going to take them out, we don't want to fail!"), while gentler treatment (releasing prisoners, paying off raiders with tribute of food/silver/weapons/etc.) leads to more frequent but smaller raids.

Now I actually find THAT idea quite appealing. In the context of an actual justice system/raider deterrent system, different ways of dealing with scumbags would actually have an effect on gameplay... I like it. You can choose to deal with them more humanely, at the potential risk of your safety, or you can be ruthless and cruel to deter attacks but at the expense of the sanity and humanity of your own people, and possibly also your reputation with peaceful outlanders.

Something that I think is a small step in the right direction is the addition of "your money or your life" caravan ambush events, in which raiders will stop you and demand a portion of your goods to allow you to pass peacefully. That's something real raiders would actually do; they shouldn't want to get in a firefight any more than you do if they can get your stuff without it. Unfortunately the event isn't tuned very well right now, IMO, since the bandits always seem to demand a truly absurd amount of stuff. But it's something closer to the idea of making raiders behave sensibly. And it's something that could potentially made into a colony base event where, say, you develop a reputation for being pushovers and raiders think you'll be an easy mark for such extortion.