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Leaving them tied up just condemns them to a slow death anyway. No use sugarcoating it - if you can't recruit them, either leave their stuff alone if you don't want the guilt or take their stuff and face the reality of it.
But at the auto dealership, where there was another hostile survivor but not a potential shelter, I did manage to sneak in and lose them when they pursued, then was able to loot much needed resources.
But +++ to the idea of submission and other non-lethal ideas, instead of killing, then being sapped with the guilt trait when trying to take over a new shelter already owned.
Bruh, what made you think other people will left food alone and it still plenty after 2 weeks when disaster like that happen? Such a optimism think.
If you bang their head and leave them unconscious or tied them up in this kind of world. Then they are as good as dead, which is the same as killing them yourself anyway.
Beside, those are the kind that tried to kill you first, so it's a fair game.
I would say after 3 or more kills human, the character should be desensitized already tho.
It's kinda annoying having to let them play poker for every kills they make when they should be used to this "brave new world (lol)" already.
Would this be a bad time to mention that they tend to give you warnings first before attacking?
Exactly, you lose the morality argument if you stay long enough for them to attack you, they give you plenty of warnings, so by staying your basically deciding to kill them and using the "defence" excuse to justify it.