Recruiting consequences.

Started by Adamiks, May 19, 2015, 10:11:54 AM

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Adamiks

I would like to see some consequences after recruiting prisoners. For now this looks like this - "Hey! This one said yes! Give him a sniper rifle and power armor!". What is very stupid. IRL (in real life) humans are smarter than this and that prisoner said "yes" means nothing. He is still YOUR ENEMY, even with "colonist" label he will just can MURDER his ENEMIES (our colonists) when they will sleeping. I think there should be consequences like this if player will give gun to a fresh recruit. I think there should be also events like "spie", or "NAME escaped from your colony" or "NAME started killing your colonists" or just debuff to colonists mood (i wouldn't be happy knowing that i'm sleeping with enemy under one roof).

JimmyAgnt007

there was an enemy agent event that got removed.  where one of your people turned on you.  it would make more sense for this to happen to prisoners you convert.

that being said, its not as simple as a yes.  it is simplified but the whole warden conversation is more about building trust both ways and they only join when both sides feel they can trust the other.  im sure this dynamic will get more depth later on in the game.  for now we can assume that more is going on than just saying yes. 

Adamiks

No matter what will tell you prisoner you can't trust prisoners, because.... They are prisoners. Most of the people would tell anything to just be free and kill some motherfuckers.

JimmyAgnt007

well that depends entirely on a level of psychology we dont have in the game.  what if they didnt like being a raider but just did it to survive only to be convinced that joining the players colony would be a better life.  there are lots of ways to rationalize it. 

I do like the idea of former enemies being regarded with suspicion for a while until they prove themselves and it not just be a binary switch.  Except for people you recover from pods, they generally are rather open to the idea of joining the colony and have no past crimes to be worried about.

Adamiks

Quote from: JimmyAgnt007 on May 19, 2015, 10:29:52 AM
well that depends entirely on a level of psychology we dont have in the game.  what if they didnt like being a raider but just did it to survive only to be convinced that joining the players colony would be a better life.  there are lots of ways to rationalize it. 

I do like the idea of former enemies being regarded with suspicion for a while until they prove themselves and it not just be a binary switch.  Except for people you recover from pods, they generally are rather open to the idea of joining the colony and have no past crimes to be worried about.

Maybe new traits like "aggresive" and/or "peaceful" (that wouldn't taking any "trait" slots)? And about this pods - i'm agree, but there is one more type of recruits - wanderers. I think that they could be a spies.

JimmyAgnt007

wanderers could be spies, if Tynan ever re-implements the enemy agents event then they should favor converted prisoners being most likely, wanders, and everyone else least likely. 

dont think we need new traits for them, its more of a history thing than trait. though the traits "former enemy" and "suspicious wanderer" might make more sense. 

Kegereneku

My suggestion to this conundrum would be to create a "Guest-Class" and use it in between Prisoner and Colonist.

"Guest" wouldn't be as controllable as your own pawn but still do some job, they wouldn't accept some 'precise' draft order (so no using them as meant-shield), and always have a countdown to his departure (trying to recruit him increase the time before he leave, until recruitement).

QuoteIt would fill the blank in this (self-made) relation (inter-faction) table.





                  [Not-staying]        [Staying]
Friendly        Friendly        Colonist
Neutral        Visitor        <GUEST>
Enemy        Hostile        Prisoner
"Sam Starfall joined your colony"
"Sam Starfall left your colony with all your valuable"
-------
Write an Event
[Story] Write an ending ! (endless included)
[Story] Imagine a Storyteller !

Adamiks

Quote from: Kegereneku on May 20, 2015, 08:22:08 AM
My suggestion to this conundrum would be to create a "Guest-Class" and use it in between Prisoner and Colonist.

"Guest" wouldn't be as controllable as your own pawn but still do some job, they wouldn't accept some 'precise' draft order (so no using them as meant-shield), and always have a countdown to his departure (trying to recruit him increase the time before he leave, until recruitement).

QuoteIt would fill the blank in this (self-made) relation (inter-faction) table.





                  [Not-staying]        [Staying]
Friendly        Friendly        Colonist
Neutral        Visitor        <GUEST>
Enemy        Hostile        Prisoner

Nice idea. +1