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Is there any way to get the prisoners back to my own ship where I have a prison?
I can't get the prisoners into the shuttle.
I triedthe option "follow" but it looks like it makes my crew following the prisoners, not the other way.
I have been able to recruit a pirate but only when they boarded my own ship. Be sure to click the recuit option in their profile, and not sure if it helped, but I made a prison with all the needs : bed, kitcken, toilets, char and table ...
a Room with 1 Bed 1 Light 1 Heater 1 Kitchen and 1 Toilet (all in an assigned prison Area) as long as the comfort is high enough your chance of recruiting will raise over time. i recruited my 1st pirate after i held him in prison for 81 days with an 73% chance of Recruiting.
during that time he will use food in exchange for just not dying.. it is cheaper to just free a prisoner (from Pirate ships) or find a Cryo Chamber on a Derelict
https://steamcommunity.com/sharedfiles/filedetails/?id=2106393186
the Cell is the closed Room above the Battery Rack
1. Watch your kitchen.
Prisoner permission are may still be buggy. There are sometimes when they can't eat when using kitchen, so they just abandoned the finished food object, then proceeded to use the kitchen again a while later. This may deplete your raw food supplies producing atm useless "processed/space food" items. Possible fix would be to try to reposition the kitchen (try to keep it unblocked even in the allowed areas) or save/reload to see if the permission are gets fixed. For the food items already produced? can try to sell them in trade.
2. Watch your O2.
If you have a large crew and takes on a lot of prisoners at once, monitor the O2 level to see if you have enough. There was once I run into O2 emergency after I took in > 10 prisoners, where the O2 in my dedicated prison area (and most nearby rooms) dropped below 40. My own crew had to wear spacesuits wen going in there and the prisoners were all near death/dead. (for ref, the O2 level at producer is ard 180-190, and it is prob good to keep it at least ard 150)
3. Watch your CO2.
this applies to your own crew as well. A lot of beds (esp double decked) in a small area produces a lot of CO2 when they are used together even if you have multiple gas scrubbers working in adjacent rooms. Either build gas scrubbers directly in the room, space out the beds, or if for crew, manually assign the beds so that nearby/double decked beds gets assigned to people in different schedule shifts to prevent them from being used at the same time) I've discovered this early so never let it got out of hand enough to see what long-term problems it can cause. what happens when CO2 gets too high?
Some recommendation (some already mentioned above)
- Have enough medical facilities for both prisoners AND your boarding crew.
You can reserve some medical beds in one of its settings so that it is only used by your crew or the prisoners, to prevent all of them being used up by one type. Scale this with your crew size and number of prisoners you decide to take. It is also a good idea to build a medical center near your airlocks, so that crew/prisoners with dangerously low health can get there in time. and REMEMBER to stock up on medical supplies and IV fluids. Also, ideal if you have dedicated medical stuff that has medical set to highest priority and stays on ship all the time. If you have multiple, try to make sure they cover different shifts.
- Sell unwanted prisoners
while in the beginning you may recruit just about anybody for urgently needed manpower, you may get picky later based on skills or traits. For the rest? just sell them back to their faction. You will need to get a cease fire first (with manned operation console, hail the target faction's ship), which will be of no cost to you if you have superior power. Then proceed to release back the prisoners you don't want (via hail interaction menu) for some credits and hyperfuel/meat. The payment decreases with each additional prisoner released, but you should be able to get a good deal. This actually makes slavery gameplay viable to some extent.
- Learn to use queued commands.
When taking prisoners, you will need to ask them to follow you (for multiple prisoners) via a drafted crew then board a shuttle. It can be troublesome if there are a lot of prisoners and you need to do this for simultaneous shuttle. By holding shift when you issue commands via mouse clicks, you can queue the commands so that the crew will do the next one after the current one is completed. that way, I usually just select one crew, queue "follow me" command on 3 prisoners, then queue last action as entering a shuttle. This will make the crew do everything without need to monitor all the time. It is even more useful when you can issue this to multiple crew members bringing many prisoners into multiple shuttles. NOTE: there are some cases where the following prisoner just refused to follow/enter shuttle. So do check for such stragglers at the end. This is also very useful when exploring derelicts, as you can order move/position first, then queue open doors commands after.
yea i just made a new airlock with medical bay there, also the medical beds act as good defensive cover.. your team can shoot over the bed.. i keep a small storage in there and set it to receive meds. i have my two doctors sleep 2 different 3 hour shifts and ones also navigator but we just recruited a dedicated nav. both dr. sleep in the med bay and hang out there a lot i wish there was a restrict area option for crew members, i want them to do logi at the med center not all over the ship or on derelicts
https://steamcommunity.com/sharedfiles/filedetails/?id=2115589825
Despite the hard work of medic Sheena (near the bottom of the room), one mercha... I mean guest, has already expired, and another another is about to go.
An additional tip: if you really want to save a dying prisoner, prioritize by manually assigning the job at the medical bed. This applies to your own crew as well as the game does not seem to prioritize saving your own crew first over prisoners.