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Author Topic: An option to "Stop" broken pawns  (Read 1306 times)

qsdoosix

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An option to "Stop" broken pawns
« on: November 03, 2017, 11:36:27 AM »

Sometimes you just get a pawn go broken and start to roaming around or attack others.
Can we have an option to stop them by beat them down using a guaranteed non-lethal weapon (e.g. shock gun)? or for those not aggressive, just guide them to the medical bed. So if a pawn goes broken, select another and rightclick on the broken pawn, there comes an option "pacify". Then the selected pawn will try to get a shock gun or use his/her fist to stop the broken pawn.

And for sure, this shouldn't make him became hostile, just a hit for love :)
« Last Edit: November 03, 2017, 11:44:36 AM by qsdoosix »
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Limdood

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Re: An option to "Stop" broken pawns
« Reply #1 on: November 03, 2017, 12:53:33 PM »

well, the pawn is broken...

You have the option to arrest him right now.  I do NOT think you should be able to do so without risking him going hostile.  Also the mood penalty for arresting a broken colonist makes sense...you denied them their catharsis, so they're gonna stay sad for a while.

I think any risk-free method to stop a break utterly ruins the entire point of the mood system, and essentially (in all but the MOST extreme cases) allows you to ignore mood.
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qsdoosix

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Re: An option to "Stop" broken pawns
« Reply #2 on: November 03, 2017, 02:17:29 PM »

well, the pawn is broken...

You have the option to arrest him right now.  I do NOT think you should be able to do so without risking him going hostile.  Also the mood penalty for arresting a broken colonist makes sense...you denied them their catharsis, so they're gonna stay sad for a while.

I think any risk-free method to stop a break utterly ruins the entire point of the mood system, and essentially (in all but the MOST extreme cases) allows you to ignore mood.

In real life, if your friend/child/work partner get crazy for the pressure, what will you do normally? For me i will go have some rest with him (either go watch movies or play games), not just let him walk around and stop eating/drinking/playing/sleeping. If he goes so crazy and start to attack others, you can call police and arrest him, and after he was clammed down will he become hostile against you because you arrested him? I don't think so. Because he should know you are doing this for his good.

So that's the point.
If someone really goes crazy and attack others, he should know he is doing something wrong and if somebody tries to arrest him, it is for his own good. So he should not be hostile. (He may fight back when you tries to bring him to the jail or medbed, but after he recovers he should return friendly)
Also , if someone is roaming around , we should be able to let his friend to go comfort him, and take care of him (e.g give him food and bring him to bed, or bring him to nearest playroom)
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Limdood

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Re: An option to "Stop" broken pawns
« Reply #3 on: November 03, 2017, 02:53:05 PM »

In real life, if your friend/child/work partner get crazy for the pressure, what will you do normally? For me i will go have some rest with him (either go watch movies or play games), not just let him walk around and stop eating/drinking/playing/sleeping.
which isn't a mental break at all...thats low mood.  Which works EXACTLY as you've described....low mood?  cheer them up.  Ignore low mood?  something worse happens.

Quote
If he goes so crazy and start to attack others, you can call police and arrest him, and after he was clammed down will he become hostile against you because you arrested him? I don't think so. Because he should know you are doing this for his good.
thats a REALLY big assumption there.  If it was for his own good, you'd never have allowed him to get to that point in the first place.  Instead, the friend SNAPPED...you let it happen, then you locked him up for it...sounds like there might be some hard feelings there...

Quote
So that's the point.
If someone really goes crazy and attack others, he should know he is doing something wrong and if somebody tries to arrest him, it is for his own good. So he should not be hostile.
no.  He should not "be reasonable" or understand things when he goes crazy
Quote
(He may fight back when you tries to bring him to the jail or medbed, but after he recovers he should return friendly)
This already happens.  any mental break pawn who is downed or successfully arrested automatically ends the mental break and "returns them to friendly."  I disagree completely that they shouldn't resent you for it.
Quote
Also , if someone is roaming around , we should be able to let his friend to go comfort him, and take care of him (e.g give him food and bring him to bed, or bring him to nearest playroom)
They aren't just roaming around...they're roaming around INCREDIBLY depressed, or so utterly fed up with what is going on that they won't even eat or sleep, or on an insane firestarting spree.  That isn't the kind of behavior that can be ended by a "hey dude, why don't you sit inside?" - they already have no regard for their safety at that point.
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Bakar

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Re: An option to "Stop" broken pawns
« Reply #4 on: November 03, 2017, 04:38:47 PM »

there comes an option "pacify"

Id like to have a way to attempt to pacify a colonist or pawn in general instaed of arresting them (there could still be a risk of him becoming hostile)
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qsdoosix

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Re: An option to "Stop" broken pawns
« Reply #5 on: November 03, 2017, 05:21:51 PM »

In real life, if your friend/child/work partner get crazy for the pressure, what will you do normally? For me i will go have some rest with him (either go watch movies or play games), not just let him walk around and stop eating/drinking/playing/sleeping.
which isn't a mental break at all...thats low mood.  Which works EXACTLY as you've described....low mood?  cheer them up.  Ignore low mood?  something worse happens.

Quote
If he goes so crazy and start to attack others, you can call police and arrest him, and after he was clammed down will he become hostile against you because you arrested him? I don't think so. Because he should know you are doing this for his good.
thats a REALLY big assumption there.  If it was for his own good, you'd never have allowed him to get to that point in the first place.  Instead, the friend SNAPPED...you let it happen, then you locked him up for it...sounds like there might be some hard feelings there...

Quote
So that's the point.
If someone really goes crazy and attack others, he should know he is doing something wrong and if somebody tries to arrest him, it is for his own good. So he should not be hostile.
no.  He should not "be reasonable" or understand things when he goes crazy
Quote
(He may fight back when you tries to bring him to the jail or medbed, but after he recovers he should return friendly)
This already happens.  any mental break pawn who is downed or successfully arrested automatically ends the mental break and "returns them to friendly."  I disagree completely that they shouldn't resent you for it.
Quote
Also , if someone is roaming around , we should be able to let his friend to go comfort him, and take care of him (e.g give him food and bring him to bed, or bring him to nearest playroom)
They aren't just roaming around...they're roaming around INCREDIBLY depressed, or so utterly fed up with what is going on that they won't even eat or sleep, or on an insane firestarting spree.  That isn't the kind of behavior that can be ended by a "hey dude, why don't you sit inside?" - they already have no regard for their safety at that point.

No, low mood happens every day for us. But get crazy, breaking pans or screaming out loud in real life is what i will call crazy, is not low mood, it is break. And if someone goes crazy like that, what shouldn't i lock him in some room so he won't hurt himself or others? Will he be hostile to others after he has clammed down because they locked him? He can be not reasonable when he is broken, but after he is recovered, he should know what happened and know why he is locked.
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Slimy_Slider

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Re: An option to "Stop" broken pawns
« Reply #6 on: November 03, 2017, 07:28:43 PM »

I would like to see some kind of hostage negotiation style method for dealing with breaking pawns.
For example, a pawn could try to talk a mental pawn out of whatever they are doing. Depending on their social skill, relationship with the other pawn and probably some RNG, the break could be either ended or even just reduced to a less severe type of mental break. On the other hand, a failed attempt could lead to the mental pawn attacking the negotiator or even increase the severity of the break (i.e. sad wander pawn is enraged due to negotiation failure and is now berserk)
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Limdood

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Re: An option to "Stop" broken pawns
« Reply #7 on: November 03, 2017, 07:33:33 PM »

i disagree completely that anything needs to be done to mitigate mood breaks.  They ARE the punishment for low mood in the video game setting.

Pawns SPECIFICALLY can go berserk while attempting to be arrested during mental break.  It was added for an important reason, and is almost certain not to be removed.

Additionally, nonlethal subduing has been suggested to death and there has never been even a hint of it being added.  Pretty much every mod that has tried to introduce it basically ends up giving a "perfect" system for free pawn recruitment in raids, since you're not meant to be able to take down hostile pawns nonlethally.

The ONLY concession i see you maybe being able to get towards this suggestion is possibly, eventually allowing high social pawns to cheer up pawns (not IN a mental break, but before they happen, as a preventative measure...once the mental break hits, you're not just going to get a risk free end to it, the mental break is the punishment mechanic)...but even that is unlikely, since the current (basic, but likely to be expanded) social system and the "kind" trait already does that.
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