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The issue is I run combat mods that increase accuracy.
I tend to blow out the organs/outright kill my targets.
I probably will remove it on my next run, as I already make use of prisoners.
Melee line always need new organs after all.
And releasing a few keeps the accusations of "war crimes" off the tongues of my neighbours.
I do understand this is a potential solution to prevent colonies with high population numbers from not getting any potential prisoners due to high kill-chance penalty, so it might benefit some players. However, for some of us it's detrimental instead. Thus I'm glad Tynan made it an optional feature.
I do hear what people are saying when they repeatedly bring this up, but the math simply is not there for there to not be a built-in penalty to the chance of downing Instead of killing.
With a higher pop colony it is less than 10% chance to down, no matter what the skill level of the pawn or the weapon being used. And that statistically should be impossible if the formula is what it is supposed to be with no hidden penalty.
That's just not how stats work.
But from my personal experience, call it a bias if you will, from scenarios where I start my pawns off with charge rifles (which have great armor piercing, but is otherwise gentle enough on unprotected skin to not blow off limbs at the same rate as other end-game weapons) I have to say the number of pawns that gets downed each raid steadily drops off when compared to the number of raiders per raid. With a colony of 13+ I'd still get similar number of downed pawns per raid as I did with a somewhat lower population count, but the raids consist of larger zergs, thus according to my logic something must be balancing the odds if I'm still getting comparable number of prisoners out of raids. This factor may be attached to the raid size rather than the colonist softcap, but it seems too coincidental to not exist.