"Innocent prisoners" are more important then colonists

Started by kuledude, September 09, 2016, 02:39:03 PM

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kuledude

Dead Colonists: -3 mood
Dead "INNOCENT" prisoner: -7 mood

Apparently its better if you recruit the prisoner(that shot you with a rocket launcher and killed 4 of your people) and then kill him/harvest to death to "ease" your pawns minds.

Generally i would be more upset if someone who i was working with died then someone who shot me.


s22190

Quote from: kuledude on September 09, 2016, 02:39:03 PM
Dead Colonists: -3 mood
Dead "INNOCENT" prisoner: -7 mood

Apparently its better if you recruit the prisoner(that shot you with a rocket launcher and killed 4 of your people) and then kill him/harvest to death to "ease" your pawns minds.

Generally i would be more upset if someone who i was working with died then someone who shot me.

Aye I agree. I think unless the colonist is ''sensitive'' it should not bother them much that you sell off prisoners either. They should be able to gain character traits after awhile too. Why would a colonist that spent 3 years killing invading raiders be bothered about seeing dead bodies ? Some of them could become psychopath after a while. It would be fun if they gained traits after events. Like Bug killer for instance after killing many megaspiders so the colonist would have a traits bonus when fighting infestations.

Maybe I should throw that in the 1,000,000 suggestions Tynan had or ask one of the modders :D

MikeLemmer

What I dislike is it dissuades you from rescuing heavily-injured attackers; it's better to just let them bleed out on the ground (or execute them) rather than try to save them and risk the "Prisoner Died" debuff.

Between that and the "capture escape pod survivors to recruit them", I suspect the whole Prisoner/Medical system will be overhauled soon.

Ltp0wer

I think it makes sense.

If a fellow colonist died in the line of duty, it wouldn't affect my work ethic as much as knowing someone in the colony is killing our prisoners or letting them die.

Ruckus

Quote from: Ltp0wer on September 09, 2016, 04:20:35 PM
I think it makes sense.

If a fellow colonist died in the line of duty, it wouldn't affect my work ethic as much as knowing someone in the colony is killing our prisoners or letting them die.

Most of the time we are trying to save the prisoner, often someone who recently tried to kill us. Why should anyone be upset if they die? We were trying to save them after they tried to kill us!

Conversely, if I live in a survival situation with a handful of other people who I spend all day every day with, I will be very upset when one of them dies.

I can understand a possible mood debuff for 'Execute' and only for the very sensitive colonists.

I think the problem here is that the tag 'Innocent' is applied automatically to all prisoners. But that usually is not the case.

Shurp

Don't forget that executing an annoying colonist can result in a mood *increase* for the colony!

Mood/relations should apply to prisoners too.  If a prisoner killed your colonist then his friends should get a mood buff if the prisoner is executed.
If you give an annoying colonist a parka before banishing him to the ice sheet you'll only get a -3 penalty instead of -5.

And don't forget that the pirates chasing a refugee are often better recruits than the refugee is.

buttflexspireling

  Personally, I would like to see more mood de-buffs due to laundry exhaustion and detoxification of prisoners while in your care. I mean, perhaps they come from colonies where doing laundry is more common.

Shurp

OK, well *this* is annoying.  I treated and released some prisoners.  They went for a walk to head home.  On the way, two of them got eaten by timber wolves.  Now how the heck am I supposed to prevent *that* without hunting down and exterminating every predator on the map?  Do I have to send armed escorts with prisoners when I let them go?
If you give an annoying colonist a parka before banishing him to the ice sheet you'll only get a -3 penalty instead of -5.

And don't forget that the pirates chasing a refugee are often better recruits than the refugee is.

ruddthree

You know what? That's actually not that bad of an idea. Letting one of your colonists escort a prisoner, instead of just letting them walk away.

SpaceDorf

Quote from: Shurp on September 15, 2016, 07:59:28 PM
OK, well *this* is annoying.  I treated and released some prisoners.  They went for a walk to head home.  On the way, two of them got eaten by timber wolves.  Now how the heck am I supposed to prevent *that* without hunting down and exterminating every predator on the map?  Do I have to send armed escorts with prisoners when I let them go?

They could have eaten one of your own colonists, so yeah. Shooting down every predator can become a must.
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Shurp

Quote from: SpaceDorf on September 15, 2016, 10:36:56 PM
They could have eaten one of your own colonists, so yeah. Shooting down every predator can become a must.
My colonists are usually at base or walking back and forth to mines where I can keep an eye on them... they're not wandering about the map at random. 
If you give an annoying colonist a parka before banishing him to the ice sheet you'll only get a -3 penalty instead of -5.

And don't forget that the pirates chasing a refugee are often better recruits than the refugee is.

KnockTwice

I second the basic complaint.  Our colony saved a raider who had seriously damaged the colonists.  Afterwards, there was a jail-break (and from a nice, comfy room with a table, chair, fine meal, and stone tile).  The escapee nearly beat to death the first colonist on the scene, and ended up getting shot.  This wasn't a very valuable prisoner, and the colony was pissed at the breakout due to how well the prisoner had been treated.  So fine.  Zero treatment.  Let the bastard bleed to death.  Then I get the debuff after the jerk nearly killed colonists twice.  Innocent? Not hardly.

chaotix14

Quote from: Ltp0wer on September 09, 2016, 04:20:35 PM
I think it makes sense.

If a fellow colonist died in the line of duty, it wouldn't affect my work ethic as much as knowing someone in the colony is killing our prisoners or letting them die.

That's work ethic, not state of mind. If one of your direct colleagues died that'd affect you more than when some dude who tried to rob and murder your family in your own home, and got locked into prison died for whatever reason. You might even feel happy/relieved the guy isn't alive anymore and can never do something like that again.

Also that's talking about killing them or letting them die, not releasing them with a clean bill of health then finding out he got eaten by a timber wolf at the edge of the map when you notice a negative thought on all your pawns. Even more annoying when a prisoner dies after having done everything in your power to save said prisoner and getting the negative thought as if you had mercilessly starved or tortured the guy to death. Or the worst case getting the thought when a prisoner who up until recently had tried to kill your asses(so nowhere near innocent from the get go) escapes, grabs a weapon and then dies as the colonists fight for their lives against the guy, the guy was trying to murder them(again) there's nothing innocent about that.

Shurp

Yeah, as implemented the prisoner ethic system is broken, but it's hard for the game to distinguish "he was trying to kill us so we had to put him down" from "we're torturing prisoners for the fun of it and oops one of them died."  So the game punishes both.

On a side note, one of my colonists who was out mining just got eaten by a warg.  So it looks like I *do* have to constantly clean the map of predators, which is annoying.  Why don't predators eat the plentiful frozen corpses lying around instead of chasing my pawns?
If you give an annoying colonist a parka before banishing him to the ice sheet you'll only get a -3 penalty instead of -5.

And don't forget that the pirates chasing a refugee are often better recruits than the refugee is.

carbon

Fresh food > Frozen food.

Wargs aren't savages, you know. On some Glitterworlds, wargs are employed as full time food critics.
Needless to say, bad chefs don't last long in the business.