The wounded

Started by Listy, December 31, 2014, 10:43:14 PM

Previous topic - Next topic

Listy

Ok here's something that's bugging me.

At the moment you can have hardened colonists manning portable mini-guns firing non-stop into a horde of charging tribal and calmly discussing how much weight they'd lost on the Potato only diet, something that they've been doing several times a year for the last 4 years getting upset by the huge mounds of bodies.

However, if there's several wounded people out in front of the line after the fighting is over you can strip them and then simply ignore them while they lie there twitching for days.

It all seems a bit skewed.

I mean at current I'll check the wounded for any desirable combinations and then if none are found strip them and leave them to die while my colonists are utterly unaffected.

With that in mind I've been thinking. and these two points kinda tie into each other.

1) Hide the traits of the raiders until you've captured them. Because then you can't leave them. This adds to the drama as you might get lumbered with a useless mouth to feed and look after. But with the releasing mechanism now in place there is an answer.

2) Leaving the wounded should have a fairly massive morale penalty to anyone who can see or hear them.
Of course picking them up and giving first aid should at least generate some good morale effects, especially in your pacifist colonists. Equally I could see some of the more pragmatic types getting a bit annoyed at releasing the enemy so that they can go off get re-armed and return to have another swing at killing them.


RawCode

Save.
Check skills.
Load.
There is no reason to conceal any information from player, this wont make game better in any way.

And why observing criminal scum dying on ground should give any bad mood?

Personally i can't understand current mood logic of RimWorld, especially why vat grown assassin get bad mood from killing criminal in self defense.

Professor Cupcake

Hiding the details of them certainly seems like an interesting way to remove some of the "gameyness" of the whole process. It would also be a good way of encouraging people to have decent prisoner areas, instead of maybe 1 or 2 cells maximum.

I wholeheartedly agree with the idea of a more severe mood penalty for leaving wounded, but I do feel like it shouldn't be an instant thing. I'd say it would make more sense if the penalty rose in degrees, relative to how long they've been there after the attack was repelled. So, maybe no penalty for half a day, then a -5 for a day, then a -15 for the next day, -30, -50, and so on to whatever level seems appropriate. I wouldn't say it should stack more than twice with the amount of wounded; any more and the aftermath of larger attacks would become impossible to deal with.

Quote from: RawCode on January 01, 2015, 12:52:02 AM
Save.
Check skills.
Load.
Save-scumming, huh?
Well, if you want to ruin the experience for yourself, that's your decision I guess.

Kinakin

The dead bodies modifier is getting changed if it hasnt already iirc.

There has been alot of talk about it and I think there will be/is a cap on the number of bodies that can affect it.

In regards to wounded it would make sense to have some effect as long as the game can differensiate between peopke needing rescue and ppl beeing treated.

But untill the ability to save visitors is added this feature will be premature. As wounded allies would give mood penalties we cant do anything about.