Recruit without Capture

Started by ProjectXa3, June 04, 2017, 11:50:32 PM

Previous topic - Next topic

ProjectXa3

So, if one of my colonist's injured mother rolls out of a drop pod, I feel like there should be a way to get her on the team without throwing her in a cell. Maybe she sticks around for a while after being nursed back to health instead of just bolting for the border as soon as she can stand?
"I set fire to my sheet of sailcloth and drape it over the skeletons."
"Okay I'm...I'm going to need you to roll for a personality check for that one."

Seriously Unserious

The Hospitality mod adds the ability to recruit non-prisoners. If they're members of another faction, you will suffer a relationship penalty for poaching their people like that, which does keep people from overdoing it. Give it a try and see if it does what you want.

Serenity

There is already a chance that rescued people want to stay

Limdood

If you want to be nice, rescue her.  she might stay (even if she doesn't, odds are fairly decent that she will show up again in an escape pod, wanderer joins, or chased by pirates event).

If you want to be SURE, then arrest her and recruit.  There is no lasting mood hit for arresting a non-colonist (arresting a colonist gives the prisoner a long term mood penalty after they get out).  You can also wait until she decides not to join normally....meaning rescue, then if she gets up and starts wandering out, run over and arrest.

Perq

#4
Quote from: Serenity on June 05, 2017, 07:53:03 AM
There is already a chance that rescued people want to stay

Quite sure a related pawn would be more than likely to stay if there is a member of their family in the colony.
Their options are:
a) Related family member (even if they don't like them that much)
b) Going in injured into the wilderness, alone, without equipment

I'm pretty sure I'd go with option a. :P
And given that there is an option to imprison them (not very hard to catch them since they are injured and unarmed) and easily recruit anyways, it wouldn't affect the gameplay all that much. But sure as hell would avoid some of the silliness which is hitting your own mother with a club so that she stays with you in the colony. Lol. :P
Honestly, there should be a mood debuff for allowing a relative go like that, especially to the wilderness where they will most likely die.
I'm nobody from nowhere who knows nothing about anything.
But you are still wrong.

Limdood

"letting" a relative go?  If they don't join, they don't WANT to stay.

Seriously Unserious

@Limdood - I think the point perq is making is that choosing to want to leave a colony with someone you know, especially a lover or family member, to wander off into the wilderness of an unknown planet, with no weapons, tools or supplies of any kind, ala Survivorman, would be a very unlikely decision, and should be reflected in the odds of that happening.

As perq said, you crash land on an unknown planet, you're badly wounded, and some locals rescue you and save your life. They give you the choice of whether or not to stay, and you notice your long lost son with them. They have food, defenses, shelter, you have nothing. What would any reasonable person choose?

Thirite

I don't know man those guys wearing bloodstained clothes decorated with human bones told me that they have free candy and puppies

O Negative

My favorite is when a family member crash lands onto the planet, we heal them up, and they just decide to leave.

Okay. Enjoy the toxic fallouts and manhunter packs out there on your own! >:(

ProjectXa3

Quote from: Perq on June 05, 2017, 08:30:09 AM

Quite sure a related pawn would be more than likely to stay if there is a member of their family in the colony.
Their options are:
a) Related family member (even if they don't like them that much)
b) Going in injured into the wilderness, alone, without equipment

I'm pretty sure I'd go with option a. :P

You'd think that, but with a broken leg barely set and cuts and bruises bound and in treatment in various other places, she set out immediately for my southern border as soon as she was able to hobble away under her own power.
"I set fire to my sheet of sailcloth and drape it over the skeletons."
"Okay I'm...I'm going to need you to roll for a personality check for that one."

DariusWolfe

Quote from: ProjectXa3 on June 05, 2017, 03:00:15 PM
You'd think that, but with a broken leg barely set and cuts and bruises bound and in treatment in various other places, she set out immediately for my southern border as soon as she was able to hobble away under her own power.

What you don't know is the complicated, painful history between her and her SON. Maybe she loves him and he loves her, but they just aren't good together; She took off to save both of them the pain of trying to make it work yet again.

...at least, that's how I justify that it's not a 100% chance for relatives.

Perq

To be honest, it doesn't have to be 100%.
There might be nice story-driven occasions that would force such pawns to leave anyways. For example parent-kid relation where abuse was present. Parent is in your colony, kid drops. You heal him, he notices his abusive parent, he decides he wants to go. Makes sense, makes for a good story. Great!
But 95% of the times pawns would simply stay. :-V
I'm nobody from nowhere who knows nothing about anything.
But you are still wrong.

SpaceDorf

Quote from: Perq on June 05, 2017, 08:30:09 AM

But sure as hell would avoid some of the silliness which is hitting your own mother with a club so that she stays with you in the colony.

Suddenly this does not sound silly any more  ;D
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.
Avatar Made by Chickenplucker

Lightzy

This is one of the ancient idiocies that any new player plays through and goes "what the fuck is this bullshit" and then registers on these forums to complain about this idiotic design idea.

Which is in fact brilliant.

Because it makes every single rimworld player register to the forum

ProjectXa3

Quote from: SpaceDorf on June 06, 2017, 08:18:16 AM
Quote from: Perq on June 05, 2017, 08:30:09 AM
But sure as hell would avoid some of the silliness which is hitting your own mother with a club so that she stays with you in the colony.
Suddenly this does not sound silly any more  ;D
Even moreso when it's the starting Plasteel knife instead of a club. Incidentally, she no longer has one of the ears she arrived with.


Quote from: Lightzy on June 06, 2017, 06:42:11 PM
This is one of the ancient idiocies that any new player plays through and goes "what the fuck is this bullshit" and then registers on these forums to complain about this idiotic design idea.

Which is in fact brilliant.

Because it makes every single rimworld player register to the forum
So you're saying that it's all a recruiting strategy? BRRRILLIANT!


Quote from: Perq on June 06, 2017, 02:28:59 AM
To be honest, it doesn't have to be 100%.
There might be nice story-driven occasions that would force such pawns to leave anyways. For example parent-kid relation where abuse was present. Parent is in your colony, kid drops. You heal him, he notices his abusive parent, he decides he wants to go. Makes sense, makes for a good story. Great!
But 95% of the times pawns would simply stay. :-V
Okay, story reasons FOR her/their leaving were not things I was thinking of, I'll admit. Now that I think of it, she does have the Vatgrown Soldier childhood, which specifically mentions an aversion to other people.
"I set fire to my sheet of sailcloth and drape it over the skeletons."
"Okay I'm...I'm going to need you to roll for a personality check for that one."