Reason to Release Pirate Captives?

Started by DanielCoffey, February 07, 2017, 05:16:26 PM

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DanielCoffey

Barazen - you were quite right! One of the released Prisoners did indeed return, and quickly too.

The situation was a new colony, Sole Survivor start, only two pawns by that point. Beare was the first club-wielding Raider (psychically dull, very neurotic) who attacked us and was captured. I stripped him, slammed a quick door up on a small ruined structure and threw in a bed. We treated his (substantial) wounds without any medicines, fed him and simply allowed normal conversation. As soon as he was healed and out of the bed, I set him to be Released.

Very shortly afterwards we had a small group of visitors who were kind enough to buy the tattered apparel that Beare had been wearing and just as they were leaving I got a radio message from someone being chased by Pirates. It was Beare, begging for safety. Rolling my eyes, I accepted and he slammed down into the middle of the base in a drop pod and made a beeline for the stockpile where I had a shoddy shortbow waiting. He seemed to have "acquired" some pants from somewhere. Even before Beare reached the stockpile, the Pirate drop pod arrived and the unfortunate occupant was blasted to bits in seconds. Still, we got a free pistol out of the encounter.

I can visualise Beare running back round the corner, bow at the ready to realise that the chap who had been chasing him was probably the very Pirate he had stolen the pants from!

I will have to treat him gently as he is still very neurotic and has no particularly useful "burning passion" skills that will keep his nerves steady. We may have to resort to beer and smokeleaf since that +40% work speed is useful. I forsee a career making stone blocks and hauling.
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eadras

This feature is actually exploitable, although I haven't messed around with it since a14.  Capture pirate, give them 2 peg legs and amputate various other body parts that affect manipulation or sight, then release them.  They will return in future raids, and pose little threat, as they can't hit the broad side of a barn, or keep up with their comrades.  They usually escape and live to fight yet another day, as they are so slow.  If you keep this up, you can get 2-3 gimp pirates per raid, and really trivialize the encounters.   :P

sleepytaco

The goal is always to give them 2 hook hands, 2 peg legs, and an eye patch.  If I'm in late game where I can spare the meds I will have my best doctor tend to the pirate to make sure the surgery goes well.