Add some use for D apparel

Started by glob, December 25, 2017, 03:01:51 PM

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glob

I support nerfing prices of D apparel, but burning it all, first corpses then their useless clothes, after yet another large raid in the endgame is extremely boring and does not add anything interesting or challenging to the game. I have literally fields of the clothes around the crematorium after every raid. I'd suggest to add something which would make these unkosher clothes useful again. Some recycling or whatnot, for paper or fertilise or something like this. Because having a feature which does not add neither joy nor challenge is just boring and slows the game. At the moment it looks as and is a consecuence of the late development stage fix of an imbalanced feature.


KillTyrant

Personally I never understood why deadman's clothes became a thing. However, if we are stuck with it than maybe I can give a couple ideas

psychopaths get a mood bonus wearing the cloths of a victim that they killed.
You are able to get some percentage of the material back based on Skill and if not the original material than some kind of substitute for cloth.
Have an option to burn the clothes with the deadbody.
Through research, find a way to remove the deadman debuff.

patoka

deadman's clothes became a thing because otherwise you'd get too many good clothes too easily.
i once got an early power armor from a dead guy. only used it when i had to, still did its job.

as for me, early game i wear anything that works for my pawns, be it deadman's or not. later on i sell them specifically and produce my own to compensate if needed and even later i call traders regularly so that my base doesnt look like a second hand shop on black friday.

i dont think we are "stuck" with it, i find it to be quite a good feature and realistic in most regards. that said, i often wished i could do sth else with them than just selling them. some kind of recycling would be cool but i already have way too much leather and often too much wool aswell, so none needed. i'd enjoy taking synthread apart though, for example, or hyperweave, even if it only gave me a single piece of fabric. that would be much more useful than the cents i get from the traders. it isnt even worth carrying all the parkas to the next town because they are so heavy.

in another thread i suggested making campfires work kinda like garbage dumps, anything bornable you add, adds to the time the campfire is lit. i still hope for that to be implemented. that would be a great way to use D clothing in sea ice extreme challenges where you get tons of raids but have no wood.
surely you dont need to rebutcher corpses that you already half butchered if you leave the table to smoke a joint real quick?

Granitecosmos

Quote from: KillTyrant on December 25, 2017, 04:25:08 PM
Personally I never understood why deadman's clothes became a thing.
Quote from: patoka on December 25, 2017, 06:38:51 PM
deadman's clothes became a thing because otherwise you'd get too many good clothes too easily.

Actually, the real reason was because otherwise players can get caught up in a wealth spiral. Let me explain. Raid 1 happens. The player successfully defeats it. The raid has left some weapons and clothes as loot. This increases the colony's wealth. Raids are mostly based on colony wealth. So when Raid 2 happens, it will be stronger, which means it leaves even more loot. Then raid 3 will be even more stronger with even more loot... And it gets out of control to the point where players don't have enough time to burn all the loot befoe the next raid arrives. Granted, this can only happen mostly when players choose Cassandra because of the frequent raids.

The Deadman's debuff destroys the items' market value. The reason clothes were chosen instead of weapons is because raiders can have up to 7 pieces of apparel on them at once but only carry one weapon.

Quote from: patoka on December 25, 2017, 06:38:51 PM
i once got an early power armor from a dead guy. only used it when i had to, still did its job.

Because Deadman's debuff only decreases market value and gives a mood debuff. Deadmans' debuffed armor is arguably the best armor in the game because suddenly that power armor has only 10% market value which means raids don't gain as much power scaling from it as they would from a non-Deadman's power armor.

Quote from: patoka on December 25, 2017, 06:38:51 PM
some kind of recycling would be cool but i already have way too much leather and often too much wool aswell, so none needed. i'd enjoy taking synthread apart though, for example, or hyperweave, even if it only gave me a single piece of fabric. that would be much more useful than the cents i get from the traders. it isnt even worth carrying all the parkas to the next town because they are so heavy.

You're not alone with this, there are mods that allow reclaiming some fabric from all kinds of apparel. And devs specifically made the debuff this way so it's not worth it to sell the Deadmans' clothes by making a caravan. They wanted the player to either use these only if nothing better is available but otherwise discard them. They are trash because they were meant to be trash.

patoka

thanks for explaining to other people in detail, i didnt feel like writing so much after my long posts recently
surely you dont need to rebutcher corpses that you already half butchered if you leave the table to smoke a joint real quick?

khun_poo

There's a interesting mod that can turn apparel back into fabric. I like the idea too because dead man stuff is useless now but I think it is still too op for vanilla.

btw, Colonist with blood lust trait can wear them without any debuff thought.  :)

glob

#6
Quote from: khun_poo on December 26, 2017, 08:57:05 AM
There's a interesting mod that can turn apparel back into fabric. I like the idea too because dead man stuff is useless now but I think it is still too op for vanilla.

TBH I don't think it is too op because there's a huge surplus of the fabric anyway in the late game. And because of this recycling back into fabric would be just as borng as it is now. It could be useful for a few selected types of fabric, but for general skins and wools - no. The problem is that every raid leaves a lot of stuff for mopping up, and this stuff is not just useless but turns signifficant part of the game into a simulator of a janitor. WIthout any reward, not unlike real life janitors, the job everyone dream of. I would like that the gamer anticipate the huge amount of D clothes as an unique raw material for all these janitor efforts which take days of the good colony.
Maybe recycle them into paper for book printing industry?
For example:
- the "pulp-and-paper mill" building produces paper from clothes, fabric or plant material. Paper from clothes should be cheapest.
- scripts for paper can be produced by a pawn with high intellgence and at least two other skills above 10. Pawns use a "writing desk" for producing scripts, not unlike artistic jobs now, but it takes about a year for creating a script, and quality vary. The script is generated about a given topic, depending on the skills of the pawn.
- the "printing house" buildng prints books. Producing a book requires raw materials - paper and skins or paper for the cover and a script. The books have two qualities - entertainment which depends mostly on the script and value whichdepends on materials (paperbacks are cheap), and both depend on the abilities of the pawn who did the printing job
- the books can be put into a "lbrary corner" - an entertainment structure which is used like a telescope. The more different topics cover the books in the shelf and the higher quality these books have, the more it adds to the entertainment of the pawns. The books wear off with each use, so it is necessary to print them all the time. Also the books can be used as trade goods. Also the books can be put inro a "bookshelf" - a structure for personal rooms of pawns, where the price of books helps the Wealth of the room
- some especially good scripts can be received only as artifacts
- some pawns have preference for a select subset of topics which gives them more joy, and disgust for the other topics, which could give them negative thoughts

YokoZar

As an alternative, give me a way to strip only non-deadmans things (personal shields), and then let me dispose of the clothes along with the corpse by never stripping them to begin with.

Or just drop shields on the ground when downed, like how weapons are dropped.

glob

Quote from: YokoZar on December 26, 2017, 09:55:47 PM
As an alternative, give me a way to strip only non-deadmans things (personal shields), and then let me dispose of the clothes along with the corpse by never stripping them to begin with.

Or just drop shields on the ground when downed, like how weapons are dropped.


An option which things should be stripped, just like for the other jobs. I'd also strippower armors.