Expel unwanted colonist / Shun Colonist

Started by Kaballah, April 30, 2015, 08:24:37 PM

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Kaballah

Currently the only ways to get rid of a colonist for whatever reason involve killing them.  It would be nice if you could just drive them out into the wilderness (maybe with a tar and feather option as a bonus).  I figure this should still be an unpleasant thing for a tiny colony to experience so everyone still gets a negative thought, but less severe than simply euthanizing them.

Also this would be a nice story/artwork topic.

e: actually don't call it shunning, that's a separate concept where the colonist is allowed to stay but no one will socialize with them, but Expel Colonist would be fine.

Separately:  How about Shun Colonist, to prevent others from socializing with a particular colonist (e.g. if one has Abrasive or you just want to roleplay some form of punishment).  Make it a flag that can be toggled on or off with right click context menu (Shun Colonist/Stop Shunning Colonist).  Again this could be a nice story/artwork topic.

userfredle

This is a cool idea. +1

I do like the dark outlook rimworld has now.

this guys only moving at 70% speed,

jon, take him out in the middle of the night and put one through his skull.

Also you only get 1 colonist debuffed this way i believe :)

kingtyris


LittleGreenStone


"A 80 year old geezer with two peglegs and half an arm has joined the colony!
...Look to his coming at first light on the fifth day. At dawn, look to the East!"

I just experienced it. After two days of rushing towards the colony at great speeds, a squirrel went nuts and incapacitated this great new addition.



...Needless to say I wasn't in a rush to save him...

Quasarrgames

#4
step 1: Draft the unwanted one
step 2: send them to the far edge of the map
step 3: if they try to come back after 6 hours, draft them again.
step 4: wait
step 5: PROFIT!

alternate method:

step 1: draft the unwanted one
step 2: send them to wherever you keep the dead bodies
step 3: give them a good long look
step 4: wait
step 5: PROFIT!

they'll mental break this way
On the right path, but the wrong medication.

I like how there's a thing that displays how long you've logged in to the forums. It shows just how many hours you've spent here, never to get back...

Turtle Dude

Quote from: Quasarrgames on May 02, 2015, 10:15:16 PM
...

I've had one with blood lust, but with 2 mental break + modifiers on top of that that made him break if he didn't sleep on time so the last one sometimes works, but not all the time. I instead used him as bait he was the person the joined as my 4 colonists don't ask me how I kept him so long I don't even know, but after my 11th colonist joined I used him with a club and make him run head long into roughly 10 tribesmen, and made them start there assault, and it was well worth it. I got 2 prisoners out of it.

Also +1 I would rather have a way to doesn't do hard damage to my colony instead of killing them, or selling them off to a slaver (They usually pay well after a bit due to the fact they have good skills back not the best due to the back modifiers.).

Kaballah

Thanks for the helpful info on how to play the game, but this is a feature request!