How to reduce hositility -95 (?)

Started by Sacarathe, March 01, 2015, 07:53:07 PM

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Sacarathe

The guys I dialed up wouldnt speak to me, not played the game since just past the kickstarter, I am guessing I need more social or is there more to it than that?


_alphaBeta_

Other than debugging (cheating) your relationship higher, the only game mechanic I'm aware of to do this is to capture and release attackers from this faction. Assuming a good amount of prisoners you could theoretically release enough prisoners to get the relationship high enough to start talking.

I hear there's a downside to becoming friends with all the human factions on the list though. When the storyteller generates a threat there's only one more hostile threat to send - mechanoids from here on out.

I'd hang tight on this once since I'd be surprised if diplomacy doesn't eventually see some changes in an Alpha release. The groundwork is there, but the system isn't that important right now. It can essentially almost be ignored completed, and I doubt this is the final intent.

lusername

Quote from: _alphaBeta_ on March 01, 2015, 07:58:44 PM
I hear there's a downside to becoming friends with all the human factions on the list though. When the storyteller generates a threat there's only one more hostile threat to send - mechanoids from here on out.
The downside isn't that you only get mechanoids. Mechanoids are easy and fairly unthreatening, as they divide themselves into two types: The relatively flimsy Scythers, which tend to fall easily to turrets, and the slow-moving and short-ranged Mecha-Sheep, which are easily picked off with sniper or survival rifles and tend to get confused at times when attacked from all sides and just spin helplessly.

Boboid

The most efficient way is to store prisoners from the faction in question until you've got enough to get them out of Hostile, otherwise you risk having them attack you which forces you to kill them, lowering your reputation with them.

It's actually pretty easy, I typically assign a particular area for prisoners I want to keep, toss in a nutrient paste dispenser, and that's pretty much it.

Just be sure to assign those prisoners to have friendly chats ( but don't recruit them ) otherwise they'll go insane and beat one another up :)
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

Aenir

Quote from: Boboid on March 02, 2015, 02:50:59 AM
The most efficient way is to store prisoners from the faction in question until you've got enough to get them out of Hostile, otherwise you risk having them attack you which forces you to kill them, lowering your reputation with them.

It's actually pretty easy, I typically assign a particular area for prisoners I want to keep, toss in a nutrient paste dispenser, and that's pretty much it.

Just be sure to assign those prisoners to have friendly chats ( but don't recruit them ) otherwise they'll go insane and beat one another up :)
Killing hostile enemies doesn't lower your relations.  Attacking friendly pawns lowers your relations.  There's no reason to "store prisoners" for that reason, you're just using up additional food.

Boboid

Hrm you're right actually - Just tested it.

Just assumed that a faction might be a tiny bit peeved if you were to continue killing them, have to forgive me for that leap in logic :P

Well disregard storing prisoners - unless you want to deliberately delay making them friendly *or* want to increase your reputation with them beyond what releasing them 1 at a time would. Each released prisoner continues to increase your reputation with their associated faction beyond the point of making them neutral/friendly towards you.
Theoretically all the way from -99 to +100
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

Aenir

Quote from: Boboid on March 02, 2015, 08:00:05 AM
Hrm you're right actually - Just tested it.

Just assumed that a faction might be a tiny bit peeved if you were to continue killing them, have to forgive me for that leap in logic :P
Why would they be peeved?  They're the ones attacking you.

Sacarathe

I did try releasing someone, but I didnt notice a change in their standing. Anyone know if its a flat standing reduction per prisoner, whether it is variable, and whether the health of the prisoner has an affect?

Panzer

Usually 3-4 prisoners are sufficient to make them non-hostile.

cultist

Quote from: Sacarathe on March 02, 2015, 10:33:32 AM
I did try releasing someone, but I didnt notice a change in their standing. Anyone know if its a flat standing reduction per prisoner, whether it is variable, and whether the health of the prisoner has an affect?

Not sure, but I do know that nothing happens until the prisoner leaves the area completely (despawns at the edge of the map).

milon

I believe you get +20 per prisoner, once they leave the map.  I had a peg leg enemy that I released in winter die of hypothermia because he moved SO slow and tried to walk all around my base, rather than just bee line for the edge of the map.  No faction bonus for that. :(

Sacarathe

Thanks, I think the guy may not have made it off the map.

Sacarathe

I tried releasing a prisoner and it had no instant effect, how long should I wait before presuming failure?

Aenir

Quote from: Sacarathe on March 03, 2015, 08:09:07 PM
I tried releasing a prisoner and it had no instant effect, how long should I wait before presuming failure?
It isn't instant, it happens once they leave the map.  If they die before they reach it you don't get any benefit.

Apophis

I don't think you get an effect anymore if you release prisoners from pirate factions. When I released a prisoner, the -92 they had with me stayed, even after he reached the edge of the map.