Use anestisia to knock out colonists during mental freak outs

Started by deltasworder1x, October 10, 2014, 06:48:08 AM

Previous topic - Next topic

deltasworder1x

with the new mechanic to knock out colonist with drugs have the same mechanic in use before a psycotic break down
during those screeches or whenever necessary

Roadie

To go along with the idea of anasthesia, a "happy drugs" bill on colonists could be interesting as a way to deal with really nasty circumstances. A mood boost with a tradeoff of lower work efficiency, and a risk of addiction if repeatedly used?

ITypedThis

I think it would be very useful to be able to be able to put someone under for however long it takes.

Could be done simply by authorizing an "operation," costing one medicine. Would certainly be helpful on prisoners too. Especially when they're bleeding to death with an untreated infection but won't stay in bed. :P

userfredle

The problem with this is, how are you going to give a shot of andesitic to a rampaging colonist, definitely not willingly, you would have to incapacitate them first.

Or if you mean use Anastasia to knock them out pre-rampage well you might as well just micromanage like we are forced to do now since he wont be getting food he'd be even more angry when he comes to

ShadowDragon8685

Perhaps if melee combat had a "wrestling" component and wasn't just "punch until dead," you could have an orderly (or five) restrain an unwilling patient. Failing that, syringe gun!
Raiders must die!

Damien Hart

We need a melee weapon with a new damage type that has a high chance to knock someone unconscious, but most armour has a high resistance to it. That way, if you strip your prisoners, and have your colonists run around without armour when there are no enemies around, then you can incap them effectively during a rampage, but it would be pretty much useless during combat.

userfredle

Quote from: Damien Hart on October 11, 2014, 02:12:00 AM
We need a melee weapon with a new damage type that has a high chance to knock someone unconscious, but most armour has a high resistance to it. That way, if you strip your prisoners, and have your colonists run around without armour when there are no enemies around, then you can incap them effectively during a rampage, but it would be pretty much useless during combat.

THis is a fantastic idea for is prisoners ever get expanded upon, right now you have to treat your prisoners like dirt for them to even get close to a rampage with all those warden social buffs

stefanstr

A bill with anesthesia and/or happy drugs would be very cool. You have my full support for this idea.

@Damien Hart. Tasers? :)

Damien Hart

Quote from: stefanstr on October 11, 2014, 06:28:25 AM
A bill with anesthesia and/or happy drugs would be very cool. You have my full support for this idea.

@Damien Hart. Tasers? :)

I had thought of tasers, but the issue with that is the accuracy system. Tasers being what they are, they'd have a long cool off time, and the accuracy system being what it is, the chance of a hit is pretty low, rendering the taser more or less redundant. Conversely, if the taser had super high accuracy, it would allow colonists to incap people without any risk to themselves.

That was why I was thinking more along the lines of a baton, so there's still the risk of injury for the colonist, but less risk of crushing the rampager's skull.

JimmyAgnt007

what about a gas grenade.  or if you are going to use a tazer, then have it take a while to work, so if you use it in a battle it leaves your colonist exposed.  to prevent it from being used to incapacitate an entire army

stefanstr

It got me thinking that hits to the head should have a chance of incapacitating, especially with blunt weapons (clubs...). Or does it already work that way?

Gas grenade and/or pepper-spray pistol would be welcome additions, as well.

ITypedThis

Quote from: stefanstr on October 11, 2014, 11:48:02 AM
It got me thinking that hits to the head should have a chance of incapacitating, especially with blunt weapons (clubs...). Or does it already work that way?

I don't know if melee attacks to the head can do it, but I know for a fact that getting shot in the head/brain and surviving can knock someone unconscious.

TrashMan

Quote from: Damien Hart on October 11, 2014, 02:12:00 AM
We need a melee weapon with a new damage type that has a high chance to knock someone unconscious, but most armour has a high resistance to it. That way, if you strip your prisoners, and have your colonists run around without armour when there are no enemies around, then you can incap them effectively during a rampage, but it would be pretty much useless during combat.

Blackjacks and tasers? Oh my.

Dragoon

It could be used on a colonist that's gone "crazy" (as in wandering not psycho)
Quote from: faltonico
I truly can't understand that sense of balancing a LOT of modders have, pouring more resources on something doesn't make it more difficult, but more annoying. It is not engaging, even if i'm swimming in silver at late game ¿why to bother?, why all the effort to get there?.