the new traits

Started by NalyKalZul, July 26, 2016, 07:46:53 PM

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NalyKalZul

so there is a new possible weapon of massive social destruction, in one of my recent games i had my first random wanderer join, age 54 no health issue beside a old scar on her arm, and some excellent skills for a crafter / researcher.
her traits however where.. staggeringly ugly, annoying voice, and the good old fashioned abrasive.

i know Tynan likes a make challenging game,but with al the things he so far added,specially with the salty traits of patch 14... please give us some freaking options to outright reject any random wander, or similar events like visitors from ever joining onto the map by giving us a blacklist of 1 or 2 traits so we never get this kind of crap to ruin your colony within a matter of minutes, if not seconds.

if you where to plant such a pawn in battle with raiders, and make him survive long enough to reach social contact, which also happens in combat, you more or less turn the entire raid into a throbbing berserking battlefield.
it's a social freaking nuke that can pulse every few seconds. how is something like that ever a good idea?

ChimpX

I've always found the "random wanderer joins" event bloody annoying as well. If I have the option to refuse to accept a new member when they "radio for help", then I ought to be able to turn away some random idiot as well.

Mikhail Reign

Huh.  My staggeringly ugly pawn is once of the more popular people in the colony. He even recently got married.

milon

Just pause the game when they show up. Look at their stats. If you don't like it, you can draft them and wait for the raiders.

Make sure to have beer on hand for the rest of the colony, though. ;)

b0rsuk

I wish we didn't have to use such nasty tactics. It's not like you can walk into colony and start eating our food.

Zombra

An asshole recruit is just another event to deal with, like a robot attack or radiation storm, just less violent.

Can your colony cope with this subtle threat while still maintaining their principles?

Sounds like good story material to me.

Andy_Dandy

Quote from: Zombra on July 27, 2016, 05:48:56 PM
An asshole recruit is just another event to deal with, like a robot attack or radiation storm, just less violent.

Can your colony cope with this subtle threat while still maintaining their principles?

Sounds like good story material to me.

Indeed. I like being forced to deal with this.

cultist

Quote from: Zombra on July 27, 2016, 05:48:56 PM
An asshole recruit is just another event to deal with, like a robot attack or radiation storm, just less violent.

Can your colony cope with this subtle threat while still maintaining their principles?

Sounds like good story material to me.

It feel weird though, when the other "free" pawn event (chased by pirates/tribals) lets you choose. There's not really any logic in a stranger just showing up, declaring that he is now a part of this very small community, and everyone just accepts it like they don't have a choice. While the other event clearly shows that pawns are capable of rejecting a recruit when they want to.

Britnoth

Quote from: NalyKalZul on July 26, 2016, 07:46:53 PM
her traits however where.. staggeringly ugly, annoying voice, and the good old fashioned abrasive.

Annoying voice should be removed. Ugly or abrasive can cover that already, it is just redundant.

b0rsuk

I'm just puzzled Tynan added so many traits that do the same: creepy breathing, ugly, annoying voice.

Zombra

Quote from: cultist on July 28, 2016, 09:44:47 AMIt feel weird though, when the other "free" pawn event (chased by pirates/tribals) lets you choose. There's not really any logic in a stranger just showing up, declaring that he is now a part of this very small community, and everyone just accepts it like they don't have a choice. While the other event clearly shows that pawns are capable of rejecting a recruit when they want to.

Fair enough, some consistency would certainly be nice.

Really there should be functionality to kick people out of the colony anyway (with a healthy mood debuff for such heartless behavior).  Colonists should have it as part of their maintenance menu just like prisoners.

BlackSmokeDMax

Quote from: cultist on July 28, 2016, 09:44:47 AM
Quote from: Zombra on July 27, 2016, 05:48:56 PM
An asshole recruit is just another event to deal with, like a robot attack or radiation storm, just less violent.

Can your colony cope with this subtle threat while still maintaining their principles?

Sounds like good story material to me.

It feel weird though, when the other "free" pawn event (chased by pirates/tribals) lets you choose. There's not really any logic in a stranger just showing up, declaring that he is now a part of this very small community, and everyone just accepts it like they don't have a choice. While the other event clearly shows that pawns are capable of rejecting a recruit when they want to.

Yeah, but in that other event you don't get a chance to look over the character first to decide. So you may gamble away a great character and never know it.

ThiIsMe007

Quote from: Zombra on July 28, 2016, 01:50:55 PM

Really there should be functionality to kick people out of the colony anyway (with a healthy mood debuff for such heartless behavior).

Can't you sell off arrested colonists to a slaver, with the corresponding debuff as price ?

Zombra

Quote from: ThiIsMe007 on July 28, 2016, 04:28:46 PM
Quote from: Zombra on July 28, 2016, 01:50:55 PM

Really there should be functionality to kick people out of the colony anyway (with a healthy mood debuff for such heartless behavior).

Can't you sell off arrested colonists to a slaver, with the corresponding debuff as price ?

Heh yeah, but that is a pretty specific thing.  First you have to be able to arrest them in the first place, which I don't think you always can.  And then you have to wait for a slaver to show up.  And then you have to - you know - be willing to sell someone into slavery.  That tells a very different story from a simple "We don't want you here any more, gather your stuff and get out."

ThiIsMe007

Quote from: Zombra on July 28, 2016, 04:51:21 PMAnd then you have to - you know - be willing to sell someone into slavery.  That tells a very different story from a simple "We don't want you here any more, gather your stuff and get out."

That's true.

It irks me in the same way that my colonists have to "capture" travellers crashed from space that are in dire need of help.

Options should be instead :
  • rescue (and recruit) traveller (for the sane ones)
  • eat traveller (for the cannibals who enjoy that freshly roasted taste)