Break: Leaving colony (and returning?)

Started by Houkime, January 01, 2017, 08:31:37 AM

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Houkime

Requirements:
Mood for extreme break (alternative to berserk. When you are in mood to kill someone you probably can decide to escape as well), or alternatively 0 or -10 -ish mood mark.
A bit of food (grabs if not in inventory). May depend on distance to another colony.
Not too harsh outside conditions (or good equipment to cope with it).
OR transport pod.
No lover in colony. (Alternatively: relationships define mood mark for leaving)

Action:
Pawn doesn't obey, grabs some food, grabs some money (optional) and goes away on foot or  by transport pod.

Returning:
1. Transmission from pawn asking whether you want him back. (Some chance)
Returns without money. ^_^
2. Pirates catch your pawn and ask for ransom.
3. In a raiding party.
4. In a trade caravan.
5. In a slaver caravan as a slave ))))))

schizmo

I kind of like this idea for pawns who have a lot of negative relationships, I feel since they don't get along with anyone they have no incentive to stick around. But on the other hand, it means the ugly pawns will always leave...