Rescuing Kidnapped Colonists (Kidnapped Victims in general)

Started by DarkXanatos, January 31, 2017, 02:59:15 AM

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DarkXanatos

As the title of the thread states, this idea pertains to rescuing kidnapped colonists, or simply by chance, other victims. Which the player finds when at an enemy factions base.

It would add a nice dash of spice. Adding another reason to 'raid' an enemy base. It could make raids more 'appealing' in a sense. Instead of suffering the loss of a potentially key pawn for a colony, a player could instead choose to take a risk and rescue that critical pawn. Maybe even get some loot. Definitely a sense of satisfaction from wreaking bloody revenge on those dastardly raiders.

It could also be another (rare) and unplanned way to gain a new colonist. The kidnap victim offers to join. You can accept or send the pawn on its way. Perhaps even just capture the pawn and sell it off into slavery, if so inclined.

I personally would love this option. I am the kind of player that likes getting pay back against the AI. Its satisfying. Especially in a game where the AI is obviously cheating (not implying Rimworld).


Edit: Other people's input and or my own additional thoughts below

Kidnapping Mood Debuff's/Buff's

Mentioned by Swat_Raptor (and refined by me), the idea of mood buffs/debuffs occurring could be a facet of the whole kidnapping ordeal.

Scenario One: Colonists get a debuff for kidnapped colonist. If colonist is rescued, debuff immediately expires (regardless of time remaining) and it replaced by a celebratory mood buff that lasts for X amount of time.
Scenario Two: Same as one, except colonist is perhaps not/failed to be rescued or can be rescued, but colonists get a mood buff for getting revenge against the raiders (either way). 
Scenario Three: Colonists get an immediate buff -  representing them wanting revenge. Essentially a form of motivation. If colonist is not rescued after X amount of time, the colonists lose the revenge buff and get a debuff. Representing that the colonists have lost hope and possibly even motivation.

Family, friend, lover, can have a more singular affect on pawns - while still having a global colony affect. However, it would be important not to have both stacking on one single paw. A lover of the kidnapped pawn, would just have a higher value debuff, where a none-friend, none-family member, would have the lower more general debuff. The same could be said in reverse, after the colonist is rescued. The lover gets the higher buff, and etc. 

O Negative

+1 from me.

A room with prisoners & prisoner beds added to the procedural generation.
Just generate a random pawn (doesn't have to be from your faction).
Would be a neat way to gain faction relations, too. "Thanks for freeing Jim."
Heck, just anything more fleshed out would be great :)

Swat_Raptor

it would be extra interesting if the kidnapped person was a Friend, lover, or family member of one of your colonist and that colonist has a big mood debuff while the other pawn remains kidnapped.

Jstank

I like the idea that you can rescue a colonist that was kidnapped by faction X

A prison will spawn and your colonist will be sitting there... or maybe he was recruited and you will have to fight him too!

DU DUN DAHHHHH!
The road to hell is paved with good intentions.

             - Bernard of Clairvaux

NeverPire

I will never do worse than what I do now.
It's what self-improvement means.

DarkXanatos

Quote from: NeverPire on January 31, 2017, 02:40:33 PM
I have posted that about kidnappers some weeks ago :
https://ludeon.com/forums/index.php?topic=29165.msg293992#msg293992
What do you think of my proposals ?

I wandered if someone else had brought up this idea. It is so difficult to notice every single thread when skimming. Its easy for me to not notice threads when skimming. Sorry.

On the topic of mood debuff's, which Swat_Raptor mentioned, I think it could go either way. Perhaps for a few hours, the colony might get depressed. But I think later, the colony could get pissed and want revenge.

Or it could happen in reverse. The colony wants revenge, and if the colonist is not rescued within a few weeks, the colonists get a sudden debuff. As they now feel rescue is not going to happen and the reality that their fellow colonist is not coming back, sinks in. (I am going to edit this into the original post for more visibility.)


Jimyoda

+1
Was about to make suggestion about rescuing prisoner's from a room - I see someone(s) already posted the idea.
So here, have a bump.  :D
Quote from: Rahjital on July 09, 2015, 03:09:55 PM
"I don't like that farmers chop people up."

Obviously she has already played Rimworld :P

Read the wiki. Edit the wiki. Let the wiki be your guide.
http://rimworldwiki.com/

Nuss


SpaceDorf

Yeap, I would like that too,
and kidnapped victims or slaves coming back to attack again.
Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
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