Include Stun Weapons

Started by NTB94, January 22, 2017, 08:39:01 AM

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NTB94

Stunt weapons:
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Let´s just say you have a mod that lets you have a colony based on slavery. Or that you are frecuently raided but dead people have no funtion other than being eaten (which is not something that paws like anyway). So, I though: What if I WANT to capture alive other people and keep them as prisioners so to be used as cheap labor or to sold them, or, you know, harvesting organs that our pawns need urgently?

Problem is, capturing alive a raider is rather difficult. Most of the time, my paws simply kill them instantly and the rest flee. So, no prisioners. And, on the rare ocurrences they actually survive being shot at point black range with a shotgun, some of them have bleed to death before they could be treated and captured.

So, here´s my piece of mind: why not include stun weapons? And not just a single use one, no, I mean non lethal weapons, like taser guns, o, you know, electric rifles and similar that have a reaaaaaaaally slow firing rate, but a single well aimed shot leaves the target temporally paralyzed, allowing them to be captured without permanent injuries and without risking killing them?

This could be used also for controlling our colonist that have had a mental breakdown and gone berserk: we stun them, and when they wake up, they are not enraged anymore, though with a negative moodet of "tasered" and such.

Of course, being this Rimworld, we could use taser batons, rifles or simply grenades that make no discrimination about who they stun, yet if a target is hit by this weapons too much they can be killed by them (pretty much like real life, for people with heart conditions and similar).

And, last, but no least, they could be used against robots too, though that one is just a crazy idea. They are stunned very briefly, but if hit too much, they actually can explode for energy overload.

So, what do you think?

Lightzy

Their omission is intentional.
It would make getting pawns too easy.


But now because you have pawns with 99% difficulty to recruit, and they cost you food and warden time, having too many prisoners isn't necessarily a good idea.

Have to think of all the possible exploits and see I guess