Prisoners give conditions for recruiting them

Started by luclin, November 08, 2016, 10:35:57 PM

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luclin

This suggestion is pretty straight forward, prisoners get to demand certain things to make it easier to recruit them. The conditions would be optional ofc, you could still recruit them the old way but this way would give your colony more flexibility i.e. not doom your entire colony say if you lost your only recruiter or 2 wandering pyros joined your matchstick colony and you only have 1 firefighter or your colony turns into a pilgrimage location for ever pacifist on the planet. If you agree to the conditions you get a big boost to the chance to recruit them but if you neglect to fulfill their demands after recruiting them the colonist would then be given a severe mood debuff that woud make them go berserk if they break. I think that it would be a interesting and balanced tool to use if you really need new people but it should be balanced to not be abused by those that min/max or to replace the current system. 

Here's some conditions I've come up with and feel free to post your own:


  • Billy is insecure about his baldness so he must have a snazy cowboy hat to feel comfortable around others. - demands a cowboy hat that good or above
  • Engie is a real gun nut but she only accepts the finest quality in her hands. - demands a gun that's superior or above
  • Kim is too used to the comfortable ways of life and demands that she get chocolate every other day. - self explanatory
  • Toni misses his huskies too much but he could be persuaded if he only had a new one to bond with - demands to be the master of a husky

JimmyAgnt007

I like this, family members might just need so and so to talk to them and convince them to join.

Injured might want bionic replacements.

Some might demand you send some silver to their tribe.

I'd also like to suggest that enemy factions offer ransom for their captured comrades.  Either you demand it or they send someone with a white flag.  Also you can do the same when your people get kidnapped.

Perhaps also, the % chance depends on what your colony has.  Do you have Free beds?  x/meals/person? Surplus power? 

What are the passions of that prisoner?  If they are an expert at handling animals then having a muffalo herd might be a bonus as well.  Assassins might like it if you have recently had to kill lots of people in a raid.

Say you cap a pirate, did you kill the pirate leader?  In A16 there might be the option to go out and kill off his pirate base, is he more likely to join you once they are gone?

Maybe the remaining survivors join en mass if you take out the pirates who burnt their town down.

Adding certain mods like that would be a lot of fun I think.

Draegon

This would make things far more interesting regarding prisoners :D I approve!

rodo

Cool idea! I'd love to see something like this fleshed out in the game.

EvilMoogle

I don't know if I'd want it to be required but it would be neat if they had some demands that would give vast boosts to the recruitment chance.

Turn that 0.5% into a 10%-15%.

Would go well with a system to enforce keeping the promises.  The Brawler that wants a sniper rifle and a *good* cowboy hat should become unhappy when he gets assigned a limestone club and the Kevlar helmet uniform policy.

schizmo

I think it would be neat if the prisoners could make requests and you were able to fulfill them to reduce the recruitment difficulty by 5% or 10%, but I think something too specific as a recruitment requirement could get ugly. Especially since most things are pulled randomly from a list of possibilities, your prisoner could very easily have a demand that is unable to be fulfilled, and for the early game this could severely hinder growth.