New Raid: Prison Break! + New escape methods!

Started by GamerGuy, March 28, 2015, 03:43:15 PM

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GamerGuy

New Event/Raid

Have you recently captured a member of a faction after a raid/siege?

Well be careful because the faction could decide if there important enought there going to bust them out!

Features

*A importance number in the prisoner menu, if they have a really high importance you might want to think about realesing them, because a high importance means a high chance of a big break out.

*This adds a event where a faction, you have taken prisoner from, lands in your base.

*There priority is to find where you are keeping there member and break the doors and cover them while they run outside the map.

*If they get the prisoner out they will have a personal shield given to them by one of the rescuers to stop any stray shots from destroying there brain.

*If a raider kills/knocks out a colonist that raider will have the key to the doors and can get them out quicker.

*I was thinking that the raider whos knocking down the doors should have a 1 breaching charge and it explodes in a 1x1 area and does 500 damage to destroy the door/wall.

*They will attack turrets and/or colonists if they are attacking them. If the member they are busting out gets out they will just run. Edit: They will run while shooting If something is stopping them.(Turret/colonist)

*If they bust the member out and are running all turrets will avoid shooting the escapee until last.

*When they land they release a EMP bomb that disrupts all electronics (so defenses like turrets) for 25 seconds. (Can be reduced/buffed)

*If you capture any of the people who were getting the important person out they will have no importance, so won't be broken out.

*There will be 6-8 highly trained gunmen (Avarage skill 10-15)

*If they fail to capture the important one, no more raids on that person will be carryed out.

*If they enter your prison anyone else that you captured in their faction they will release.

*In your normal raid/siege there will be a low chance that anyone will be important. (In each normal raid/siege only 1-2 of them might be important)

*If you capture the faction leader then theres a 100% chance a raid of 15 Fully armored and armed soldiers that attack with a 30 second EMP.

*These raids ONLY happen at night

Other escape methods.

*If a prisoner has a higher wardening(social) then the warden they can convince the warden into letting them go and if its 5+ more then the warden they can convince the warden to come with them.
-Darn's suggestion

*If a colonist is in a room with 3+ prisoners there will be X% chance that they will attack get the keys and weapon then realese all the other prisoners and start a riot, killing, burning, destroying anyone or thing in the way.
-McKee's Suggestion

Thank you for listening, if you have any other ideas for this please say in the comments below :) .



Mckee

Personally, I think it would be interesting to see internal prison breaks - the more prisoners there are, the more likely they are to rush their warden and take their keys and weapon. I had a colony earlier today who captured a load of enemies early on, to the point of being outnumbered 2:1 by them - this should carry some kind of risk.

Dran

If a prisoner has a higher warden skill then the actual warden he should have a chance to convince the warden to let him go or even rarer chance convinces the warden to let him go and join his group.

GamerGuy

#3
Quote from: Mckee on March 28, 2015, 04:02:47 PM
Personally, I think it would be interesting to see internal prison breaks - the more prisoners there are, the more likely they are to rush their warden and take their keys and weapon. I had a colony earlier today who captured a load of enemies early on, to the point of being outnumbered 2:1 by them - this should carry some kind of risk.
Do you want some kind of risk if they fail or something?
In this suggestion thread I will add some other ways of escaping like if your in a room with 3 or more prisoners they might decide to attack and run away

@Dran
Yes, these are great new ideas on how prisoners can get out.

SSS

This seems a bit elaborate. Why not just have a chance of an internal break by unhappy prisoners? It would give relevance to keeping their mood up. I could see having multiple prisoners in one cell as something dangerous also: No more shoving all of them into the production room with your low-melee, low-shooting crafter as an impromptu when you don't have a prison proper set up yet.

Mckee

Presumably, the risk of failing a prison break is being shot by your captors. I know I'd probably shoot the lot of them in my colony.

I like SSS suggestion - that mood is a factor, that crowding is a factor. Dran's idea about warden skill is interesting - If a prisoner with a high social skill increases the risk of them talking other prisoners into an escape, that could work well.

We have shivs in the game, and at the risk of drawing parellels between RW and prison architect, it'd be interesting if long term prisoners made improv weapons. Currently, my almost impossible to recruit prisoners just sit around taking up time and food - they're continued presence being a security risk would add another challenge to the game.

kingtyris

Good ideas. I'd like to see some of them implemented as part of a comprehensive raid mechanic overhaul. A lot of us want Tynan to make raid objectives more specific - Raids for food, raids for riches, or as you suggest, raids to release prisoners.

I also like the idea of having an event where a high-difficulty prisoner spawns a shiv and begins attacking his or her warden.

GamerGuy

Quote from: kingtyris on March 29, 2015, 05:59:26 PM
Good ideas. I'd like to see some of them implemented as part of a comprehensive raid mechanic overhaul. A lot of us want Tynan to make raid objectives more specific - Raids for food, raids for riches, or as you suggest, raids to release prisoners.

I also like the idea of having an event where a high-difficulty prisoner spawns a shiv and begins attacking his or her warden.
Yeah If a prisoner been with you for a while they could have a makeshift shiv

BetaSpectre

Prison breaks IMO make sense. But if a prisoner can convince your member to leave I'd just kill and harvest them all.
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