suggestion: additional prisoner options

Started by dirtydogofdeath, August 23, 2014, 08:40:31 AM

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dirtydogofdeath

- ransom:  sell back prisoners to their clan (if the clan wants them enough) for some silver (or food?)
- release:  let prisoners go free - maybe this improves standing with the clan, maybe not - maybe they see it as a sign of weakness even
- labor:  make prisoners work in the gardens

Bruvvy

Yeah I would love to see prisoners working but, maybe they will try to escape depending on their mood and how scared they are?

Clayton

I say we take it a bit deeper. A new item: the Slave Collar. It must be researched and then crafted by someone decently skilled in crafting. You right click on the prisoner with a warden and you have the option to put the collar on.

From there prisoners aren't considered much of a threat to be let lose to do trivial tasks such as hauling or such, because if they try to escape or attack someone they get shocked lol.

The use of collars will be frowned upon by colonist who care.

The negative effect of a collar is that the prisoner isn't going to be very happy and less likely to join your cause. That leaves two options: keep them around as permanent slave labor, which runs the risk of them going crazy and giving up thus attacking despite the color, or sell them off for a better price because of the collar.

Monkeysaur

I like the idea of Prisoner exchanges and paying/demanding ransoms.

Sometimes capturing someone might be profitable, other times it might be necessary in order to get one of your own back who was taken etc.

With a prisoner exchange I'd like to send 3 colonists to a meeting place on the map to actually do the exchange, rather than just zap them in and out. Things could go bad, stuff could happen.

Coenmcj

Quote from: Monkeysaur on September 07, 2014, 04:17:52 PM
With a prisoner exchange I'd like to send 3 colonists to a meeting place on the map to actually do the exchange, rather than just zap them in and out. Things could go bad, stuff could happen.

Like in the middle of a well armed killbox? :P

Tynan previously said he would like to expand on the prisoner system. Who knows, maybe he already has something planned for Alpha 8 or something?
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Tynan

Ransoming them for money or goodwill are great ideas. Interesting.

More complex prisoner dynamics are difficult just because they create a lot of logical, AI, code, and interface complexity.
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TheXIIILightning

Quote from: Tynan on September 07, 2014, 09:55:43 PM
Ransoming them for money or goodwill are great ideas. Interesting.

More complex prisoner dynamics are difficult just because they create a lot of logical, AI, code, and interface complexity.

This would mix well with the ability to rescue non-agressive members from other factions. Instead of having a "Capture" option, simply have a "Rescue" option. Once the people the colonists saved were healed and fully recovered, they could leave the colony in the same way a visitor would. If they reached the corner of the map you can get 5+ Goodwill with that faction.

But talking specifically about prisoners, if in the new Alpha we bring diseases to the mix, capturing people can bring in a lot of problems. From infectious diseases to who knows what.

In the medieval ages plague stricken corpses were tossed over walls and into sieged cities and settlements. They would taint the water supplies and eventually make the people get so sick, that the invading army would have no resistance against looting the area or killing off the people withing it.
Capturing a raider with a chance to have a serious illness that could taint whoever had touched and carried him. That colonist would have to be quarantined or else said disease could infect to the entire colony, draining it of a substantial amount of medical supplies.

Perhaps the non-tribal raiders could have a number of people carrying explosives, so that when they are capture there is a chance for them to blow up? A Warden with a high enough skill would be able to properly pat down an enemy to find any hidden explosives, or perhaps a medic with a high enough skill to detect and deactivate said explosives if they are internal. That would add a greater risk to capturing raiders and try to make them your allies, instead of randomly getting messages saying "X was an enemy spy!"