Best Use For Useless Pawns?

Started by vampiresoap, May 20, 2017, 03:02:45 AM

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NinjaDiscoJew

The best use for useless colonist is exploring, with no food or items.

Shurp

Quote from: iceteazz on May 20, 2017, 01:48:31 PM
_ I usually very selective in recruit people, if some "useless " people join my colony, i just arrest them, put them to a prison outside my base, with door opened, then they just "prison break " and go away in peace.

Wow, that actually works?  That's almost an exploit.  But it's much kinder than the methods I employ.  I will definitely give that a try, thanks!
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.

vampiresoap

Quote from: Shurp on May 20, 2017, 08:53:01 PM
Quote from: iceteazz on May 20, 2017, 01:48:31 PM
_ I usually very selective in recruit people, if some "useless " people join my colony, i just arrest them, put them to a prison outside my base, with door opened, then they just "prison break " and go away in peace.

Wow, that actually works?  That's almost an exploit.  But it's much kinder than the methods I employ.  I will definitely give that a try, thanks!

It gets stupid if you already have tons of prisoners, but yeah, normally that works pretty well, especially if that person is some colonist's dad or something. This way you won't get negative mood debuff, as they technically just wandered off ;P

cultist

If they can hold a weapon, they're fine by me. The only pawn I would consider truly useless is non-violent who can't clean or haul or do skilled work. But I don't think you can get a background combination that disables that many things.

vampiresoap

Quote from: cultist on May 21, 2017, 07:11:14 AM
If they can hold a weapon, they're fine by me. The only pawn I would consider truly useless is non-violent who can't clean or haul or do skilled work. But I don't think you can get a background combination that disables that many things.

Why would you accept any inferior person when there's an abundance of candidates lining up?

cultist

Quote from: vampiresoap on May 21, 2017, 07:59:07 AM
Why would you accept any inferior person when there's an abundance of candidates lining up?

I like to just roll with whatever the game throws at me. Perfect pawns are boring, imperfect pawns cause problems, problems is what fleshes out the story. The story of a colony that set up on day 3 and never had a casualty isn't fun to me.

FleeingFinn

Hey guys. First post here. Awesome game!

Anyways, I was thinking that some guys are so useful I dont wanna send them into a battle and risk dying. Battle is overvalued at the moment if it's really a good strategy to get your best expert to the front. Or the battles are too easy if there is no risk involved for your expert.


makkenhoff

For me, even a useless pawn is useful. I've never had a pawn incapable of everything. It is a sometimes a challenge to figure an inventive way to use them to make money, and not just lose money. The ones I lost money over time with.. well.. the dogs always need food.

corestandeven

I find the pawns that do not haul the most annoying, especially if they do other things like mine or create stuff. I had 75% of my recent colony unable to haul and it really slows things down. Pacifists are somewhat annoying, but as others say they have their uses such as acting as bait, human shields, hauling, and carrying on within the colony whist others fight. Now a pacifist AND a incapable of dumb labour pawn is the worst combo. I had one pawn whose only good skills she had was social, and she had the no dumb labour trait and pacifist. There was almost no use to that pawn.

grrizo

Quote from: cultist on May 21, 2017, 08:30:32 AM
Quote from: vampiresoap on May 21, 2017, 07:59:07 AM
Why would you accept any inferior person when there's an abundance of candidates lining up?

I like to just roll with whatever the game throws at me. Perfect pawns are boring, imperfect pawns cause problems, problems is what fleshes out the story. The story of a colony that set up on day 3 and never had a casualty isn't fun to me.
Amen to that.
Lavish meal, now with extra Yorkshire terrier meat.

Shurp

Just a followup: having the outdoors prison works beautifully.  Miss Very Neurotic Incapable of Violent is heading back into the hills from which she came.  And I'm currently trying to recruit three captives from the mob that tried to capture her. 

BTW, a tribal start is awesome for getting plenty of recruits.  There's always a few survivors from the mobs they send, and if your faction is tribal too you can recruit them easily.  Well worth the research penalty.
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.

vampiresoap

#26
Quote from: FleeingFinn on May 21, 2017, 01:00:50 PM
Hey guys. First post here. Awesome game!

Anyways, I was thinking that some guys are so useful I dont wanna send them into a battle and risk dying. Battle is overvalued at the moment if it's really a good strategy to get your best expert to the front. Or the battles are too easy if there is no risk involved for your expert.

Yeah, that kinda makes sense, but you can always give them a sniper rifle so they'll stay out of harm's way and still contribute to the fight.

Quote from: grrizo on May 21, 2017, 04:31:47 PM
Quote from: cultist on May 21, 2017, 08:30:32 AM
Quote from: vampiresoap on May 21, 2017, 07:59:07 AM
Why would you accept any inferior person when there's an abundance of candidates lining up?

I like to just roll with whatever the game throws at me. Perfect pawns are boring, imperfect pawns cause problems, problems is what fleshes out the story. The story of a colony that set up on day 3 and never had a casualty isn't fun to me.
Amen to that.

Yes, it's like, you can kill people with guns but you choose to pick up a bow instead. It is more challenging in that sense, but it also makes you look stupid gameplay wise.

Quote from: corestandeven on May 21, 2017, 02:15:11 PM
I find the pawns that do not haul the most annoying, especially if they do other things like mine or create stuff. I had 75% of my recent colony unable to haul and it really slows things down. Pacifists are somewhat annoying, but as others say they have their uses such as acting as bait, human shields, hauling, and carrying on within the colony whist others fight. Now a pacifist AND a incapable of dumb labour pawn is the worst combo. I had one pawn whose only good skills she had was social, and she had the no dumb labour trait and pacifist. There was almost no use to that pawn.

There's literally no other reason than "I'm just a f--ing asshole" when you're stranded on a desolate planet and you refuse to simply pick up stuff that's already lying on the ground.

Listen1

Dudes... Useless pawns can be equiped with personal shields to act as bait. They can also be sent on caravans to raid places (Go in while they are asleep and go out).

And emergency food.

AngleWyrm


If you weed out the non-combatants, then does the raid size get adjusted downwards?
My 5-point rating system: Yay, Kay, Meh, Erm, Bleh

b0rsuk

Quote from: vampiresoap on May 20, 2017, 03:36:08 AM
People who just can't fight are usually considered useless in my eyes...I always play on extreme so I kind of have to be very selective of who I choose to keep.
The only people who are truly useless in Rimworld are those who can't walk. They can only serve as a passive joy object for other colonists.

Anyone who can walk can be sent with a caravan. If they have Social skill, they get to be the trader. Otherwise, they're an extra pack mule.