Rescue Allies and Infirmaries

Started by JKTD1919, April 26, 2014, 01:12:28 PM

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JKTD1919

So I called for help from one of my allies after a huge raiding party showed up. There were many casualties, but we were winning. One of my allies fell along with several of my own pawns, so--because my allies were finishing off the rest of the party, I decided my men were best off getting the wounded out. I told three of my pawns to rescue my warriors, two to capture raiders, and one to "capture" and save the dying ally; because why would they send me troops again if I let their own man bleed out?

Then things turned south: my allies were enraged by my "capturing" their man, even though I just wanted to save him and let him go. This should be an option. One should be able to right-click an allied pawn and have the choice to "Rescue Allied Pawn" or "Capture Allied Pawn".

In addition, "Rescuing" the pawn should raise the relations between that faction and my colony; to keep the game from breaking, the value shouldn't be of value anywhere near the cost of military assistance.

A way you could do this is to have a third category of bed. Right now we have Colonist and Prisoner beds. Why not add a third; a Medical Bed or something like that? These beds could take any friendly, incapacitated pawns, including colonists. This would also fix the problem of having to take colonists all the way back to their own beds; often times, my colonists bleed out because their actual beds are so far away from the battlefield. Having the ability to make an infirmary for all friendlies would fix both of these problems, and make Doctoring a much easier task.

The addition of infirmaries would also allow for more dynamic recovery systems. Instead of being "Bound" like Prisoners, perhaps the colonists could have broken legs, or other things that must be fixed before they can leave the room. It would be a lot more interesting and realistic to see injured colonists moving around occasionally rather than being bed-ridden for days on end.

What do you guys think? Good idea?
Os iusti meditabitur sapientian, et lingua eius loquetur iudicium. Venerit vir qui sufferit tentationem.

FtDLulz

I think Tynan is considering something where you can rescue your allies.

Samsonzi

Quote from: JKTD1919 on April 26, 2014, 01:12:28 PM
So I called for help from one of my allies after a huge raiding party showed up. There were many casualties, but we were winning. One of my allies fell along with several of my own pawns, so--because my allies were finishing off the rest of the party, I decided my men were best off getting the wounded out. I told three of my pawns to rescue my warriors, two to capture raiders, and one to "capture" and save the dying ally; because why would they send me troops again if I let their own man bleed out?

Then things turned south: my allies were enraged by my "capturing" their man, even though I just wanted to save him and let him go. This should be an option. One should be able to right-click an allied pawn and have the choice to "Rescue Allied Pawn" or "Capture Allied Pawn".

In addition, "Rescuing" the pawn should raise the relations between that faction and my colony; to keep the game from breaking, the value shouldn't be of value anywhere near the cost of military assistance.

A way you could do this is to have a third category of bed. Right now we have Colonist and Prisoner beds. Why not add a third; a Medical Bed or something like that? These beds could take any friendly, incapacitated pawns, including colonists. This would also fix the problem of having to take colonists all the way back to their own beds; often times, my colonists bleed out because their actual beds are so far away from the battlefield. Having the ability to make an infirmary for all friendlies would fix both of these problems, and make Doctoring a much easier task.

The addition of infirmaries would also allow for more dynamic recovery systems. Instead of being "Bound" like Prisoners, perhaps the colonists could have broken legs, or other things that must be fixed before they can leave the room. It would be a lot more interesting and realistic to see injured colonists moving around occasionally rather than being bed-ridden for days on end.

What do you guys think? Good idea?

I would like to +1 this post.
During my last playthrough a friendly faction helped me out in the battle against the spaceship part. After the battle one of their valiant warriors lay bleeding on the desert floor as the rest of his compatriots fled for their lives, I sent one of my colonists to aid this brave individual only to find that I could only capture and imprision him, aggro-ing his faction. I did it anyway for the lulz!, but hope that the med-bay/first aid option is brought in as part of the evolving Faction interactions planned.

NephilimNexus

I think the quickest way to fix the problem would be to change the game's interpretation of a "hostile act" to only be actual attacks and no longer include "captures."  At least then allies would not turn on you when you rescue one of their people from dying, as long as you were not the one who shot them.

The next, slightly more complicated, bit of coding would be to do the above and then change it so that allies used colonist beds and not prisoner beds.  This way they would not become prisoners and instead would just rest until healed, like your colonists do, and then get up & go home.

The most complicated but much needed thing to do would be add the ability to heal people on site (read: actual field medicine) without having the need for capture/rescue at all.  Simply have a colonist grab (or already be carrying) a unit of Medicine, which they would then take out to the target pawn and use to restore some of their health on the spot.  So long as this stabilizes the pawn, then the whole issue of which bed to put them in becomes moot.  This also would increase the survival odds of many downed pawns who fell far from your colony beds.

StorymasterQ

What about just adding a choice "Rescue" aside from "Capture" and "Arrest"? So, while the latter two bring the target to a prison bed/sleeping spot, the former would bring the target to an infirmary bed/sleeping spot, and would not be considered a hostile act.
I like how this game can result in quotes that would be quite unnerving when said in public, out of context. - Myself

The dubious quotes list is now public. See it here

BetaSpectre

Capturing is a hostile act, but that said when 20 allies are wandering in a daze/incapacitated Why should the game treat saving their lives as an act of violence or war right?

I support saving allies when downed, but you can't recruit them its only for cannon fodder or brownie points.

When silver is low maybe all you've got is a huge amount of beds and food.
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                           TO WAR WE GO

Samsonzi

#6
Quote from: NephilimNexus on July 09, 2014, 09:00:33 PM

The most complicated but much needed thing to do would be add the ability to heal people on site (read: actual field medicine) without having the need for capture/rescue at all.  Simply have a colonist grab (or already be carrying) a unit of Medicine, which they would then take out to the target pawn and use to restore some of their health on the spot.  So long as this stabilizes the pawn, then the whole issue of which bed to put them in becomes moot.  This also would increase the survival odds of many downed pawns who fell far from your colony beds.

Would love to see the above implemented.

As we all know med-kits have been a tradable item in the game for some time so Tynan must have some ideas in the pipeline on how these will be used in the future.
I really like the idea of deploying one of my colonists as a field medic. This would also provide an extra role for those annoying tree hugging pacifists (not capable of violence) colonists during battles. I do already employ my pacifist colonists to rescue any downed colonist during battles, but if Med-kits were implemented then this would give the option to apply first aid to a downed or heavily wounded colonist to keep him in the fight.
I would also prefer it if Med-kits occupied the weapon slot so that a colonist in the Medic role wouldnââ,¬â,,¢t be able to defend themselves. This would then leave them vulnerable to attack and may necessitate giving them an armed escort on rescue missions far from base.

EarthyTurtle

I think Medical Beds would be fantastic. For a number of game play reasons. So I put too much thought into Medbeds xD.

Medical beds


Can do:
-Increased heal rate: Colonists resting in a medical bed heal 1.5x faster than colonists resting in a regular bed.
-Heal allied colonists: You can opt to save fallen allied troops by healing them in a medical bed. This will increase another factions opinion of you by +5 or +10.
-(Possibility) Medpacks more effective/can be used in medical beds.
-(Possibility) Medical bed help contain the spread of disease and treat it better.
                                    Possible Diseases:
                                    (Common Cold - Colonists only work at 75% of efficiency)
                                    (A Nasty Flu - Colonists only work at 45% of efficiency)
                                    (Tuberculosis - Colonists only work at 10% efficiency, risk of death without treatment)
- Can rescue crash survivors: You can rescue survivors without having to capture them and force them to be prisoners... always felt odd to me.

Evul