Old people

Started by Panzer, February 25, 2015, 04:27:55 PM

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Do you start out with/ recruit old people (frail, cataract, bad back etc..)?

Always
2 (4.9%)
Sometimes
18 (43.9%)
Only if I cant help it
11 (26.8%)
Nope, never
10 (24.4%)

Total Members Voted: 41

Voting closed: March 04, 2015, 04:27:55 PM

Coenmcj

Perhaps some sort of challenge would be instead of murdering all the useless old people, keep them and take care of them, removing all their jobs, like some kind of aged care home in the centre of a war zone.
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StorymasterQ

Quote from: Coenmcj on February 26, 2015, 12:49:15 AM
Perhaps some sort of challenge would be instead of murdering all the useless old people, keep them and take care of them, removing all their jobs, like some kind of aged care home in the centre of a war zone.

On a rimworld? Surely not. In a place where vegetables become a meat source (I love that quote), the best thing a long-time survivor can do is to let the 'next generation' have a better chance of surviving by surrendering himself to the collective. Erm, I may phrase this slightly wrongly, but it retains the meaning, so there.
I like how this game can result in quotes that would be quite unnerving when said in public, out of context. - Myself

The dubious quotes list is now public. See it here

Panzer

Anyone knows if manipulation/sight still affects the quality or crafted goods/ art? Could use them there, doesnt matter to me if he takes ages when the quality is ok.

Boboid

Old people can bugger right off, especially Frail ones with Bad Backs.
If you're going to suffer degenerative conditions in your old age at least have the good manners to have them affect replaceable bodyparts!


In all seriousness though virtually every job derives some of its speed or quality efficency from Manipulation, if a colonist has a permanent manipulation penalty they can sod right off.

They should just consider themselves lucky that I don't hack their legs off and remove their working eyeballs, and harvest their arms! AND FIRE THEM OUT OF CANNONS AT THE ENEMY!


Quote from: Panzer on February 26, 2015, 03:22:35 AM
Anyone knows if manipulation/sight still affects the quality or crafted goods/ art? Could use them there, doesnt matter to me if he takes ages when the quality is ok.

You can find out by looking at any colonists information tab - As there is no quality % listed it's safe to assume quality is derived exclusively from colonist skill.
However sculpting speed DOES use manipulation, at 90% importance.
A prison yard is certainly a slightly more elegant solution to Cabin Fever than mine...

I just chop their legs off... legless prisoners don't suffer cabin fever

Kairo Kemaro

I usually accept old people if there good enough. Though I prefer young colonist.

Andy_Dandy

#20
I always start with at least one old experienced guy, to help speed up all the important things that needs to be done sooner then later early game. The positive synergies of that can be worth it indeed.

It can also be fun for role playing. I like my starting colonists to have at least one long term flaw each (that's also a nice way to beef up the difficulty, even though they can have other great skills weighing up for the bad traits).

Mathenaut

If there is no way to cure them, then no. Slaved off or cut up for parts.

Having high skills is worthless if the penalties make them worse off than low skilled people.
Call it heartless but that's just what the game is rigged for right now.

Monkfish

Recently, I've just been accepting whatever random three the game gives me without checking or swapping them out. Makes for some interesting colony starts! The last couple I've started with an old guy. One of my colonies had a 73yr old called John who was frail, had a bad back and several stab scars. Then he had his foot cut off by a Scyther and now has 5% movement (i.e. none). Oh well.

My latest colony has a 68yr old who is also frail and fucked up, so I've got him cooking as that requires little walking.
<insert witty signature here>