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even if he triggers is, then he gets incapped, and incapped pawns cant get mood raising as they are uncounciouness, but of course, with this /great/ game design, the bad mood ticker still goes while they are downed. Because guest for some reaon can remeber : "oh im unhappy" while they uncounciouness.
Guest from quest instant breaking when leaving the shuttle isnt my bad, its bad game design. They could be immun to breaking for at least a minute so they can enter the colony, eat, and get a nice beedroom. Its impossible to stop a new on the map joining pawn from breaking in less then 2,5 seconds.
It also feels like they haven't really considered the way quests like these interact with ideology.
But there are also a lot of stuff that could make him break right away that would be something a player could effect. As a basic example, if the outside of your colony is littered by corpses that could be enough to break a new arrival, etc.
Nah, see I could understand that, but I really talking about them breaking the second they leave the shuttle. It was about 2-5 seconds and he broke. I didnt even had time to choose him, draft and send him to the common room. Imagine you open the door for you friend, he enters the house and fall over before reaching making a second step.
Ridicilous