RimWorld

RimWorld

PrisonerRansom
 This topic has been pinned, so it's probably important
erdelf  [developer] Mar 15, 2020 @ 6:26am
Suggestions
Please post any suggestions here.
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Showing 1-15 of 26 comments
Extramrdo Apr 18, 2020 @ 1:10pm 
So if you fail to ransom someone, but send your guy to the comms console again and successfully reransom them, there's still a raid to "rescue" them. It'd be nice to have a message on the successful ransom like, "Begrudgingly, they finally accept your ransom, but you get the feeling they're going to attack anyways."
[Я_Я] OMG67 Apr 19, 2020 @ 10:54am 
Incredible mod! I have used it for a long time already and now that you can ask more or less, I have an idea! How about after being attacked due to them refusing the ransom, if you manage to win the battle, the next 24h you had an extra % at negotting? (EX: Before raid = 50% at minimum price. After defending the base succesfully = 55% at minimum price).

I hope I explained myself ok :3.
Extramrdo Apr 19, 2020 @ 2:26pm 
Hell, just make (OMG's bonus to negotiation) proportional to the number of their dudes you've killed... and to keep it from scaling hella high in the endgame when they value individual pawns less, divide it over the number of dudes in that person's raid. This would lead to wonderful war crimes like encouraging the pirates to yield to your demands by executing anyone they refuse.

They're still going to send the raid from refusing, of course, but fluffwise it's a revenge attack, not a rescue op.
Last edited by Extramrdo; Apr 19, 2020 @ 2:27pm
Firathmagi May 18, 2020 @ 3:22pm 
having a button that somehow lets you ransom a prisoner from the prisoner interaction window would be nice
frisco native May 28, 2020 @ 6:33pm 
A function that allows you to trade enemy prisoners for kidnapped colonists
KaylaKaze Jun 2, 2020 @ 2:28pm 
An option to set the chance for a raid on fail. It doesn't make sense that their raid failed, I captured a bunch of their people, now they're going to send ANOTHER raid so I can capture more of their people, which I'll fail a ransom on so they'll send ANOTHER raid... Make it an adjustable setting so, for example, I can set it to a 10% chance of a raid on failure.

From looking at the code, this should be an extremely easy addition.
Last edited by KaylaKaze; Jun 2, 2020 @ 2:34pm
Demon Zboża Jun 20, 2020 @ 1:23pm 
It would be awesome instead sending prisoner directly for silver from the sky that the faction would form a caravan which your colony can trade with. I know it could be hard but more realistic for me
Gunseeker Jun 24, 2020 @ 8:41pm 
Love this mod. A suggestion is the ability to ransom a faction leader (most likely for a larger price than a regular prisoner), as currently, if you capture a faction leader you are unable to communicate with the faction.
DisKorruptd Jul 17, 2020 @ 7:26am 
I'd think that ransoming a prisoner would come at a cost to their goodwill toward you, because you were unwilling to just give their person back.
Dorsai! Sep 21, 2020 @ 8:27pm 
Suggestion: When a prisoner has been ransomed they become neutral and leave the map like a rescued guest. Or if they are not fully healed yet, you need to rescue them and keep them in your regular hospital until healthy. Only when they finally leave successfully left you get the silver that was agreed on per drop-pod instead of the relation gain you'd normally get if the prisoner had been released.

Rationale: As it is now it is far to easy to just ransom off the bad prisoners, like the ones that got infections or shot off limbs after a raid, or ones that got plague a while later. This way you would at least have to keep them alive until they can walk again,

Also it would be more immersive because they don't just teleport away.

But I get that this would be a lot of additional work.
Last edited by Dorsai!; Sep 21, 2020 @ 8:31pm
erdelf  [developer] Sep 22, 2020 @ 1:28am 
Originally posted by Dorsai!:
Or if they are not fully healed yet, you need to rescue them and keep them in your regular hospital until healthy. Only when they finally leave successfully left you get the silver that was agreed on per drop-pod instead of the relation gain you'd normally get if the prisoner had been released.

Rationale: As it is now it is far to easy to just ransom off the bad prisoners, like the ones that got infections or shot off limbs after a raid, or ones that got plague a while later. This way you would at least have to keep them alive until they can walk again,

The thing with that is that the game already lowers their value because of injuries and so on, and I use the market value of the pawn. So you already get less money if you do that.




Originally posted by Dorsai!:
When a prisoner has been ransomed they become neutral and leave the map like a rescued guest.
Also it would be more immersive because they don't just teleport away.

Well, the work is not the problem... it is more that this is really easy to exploit.
Dorsai! Sep 22, 2020 @ 2:35am 
Originally posted by erdelf:
Well, the work is not the problem... it is more that this is really easy to exploit.

How so? Unless the pawn exits the map you'd get nothing, so you'd need to make sure he gets there. At what point would this be exploitable?

Originally posted by erdelf:
The thing with that is that the game already lowers their value because of injuries and so on, and I use the market value of the pawn. So you already get less money if you do that.

I get that you calculate the ransom using the pawn market value, which is always at least 175 silver even for a fully harvested pawn if I remember right.

At that point, no pawn can die as quickly as you can ransom them away. I've found it incredibly easy to make loads of money this way, especially if my killbox is already walled off and counts as a prison. Slap down some sleeping spots, Capture every survivor, keep the good ones and just ransom the bad ones away at the highest value that gives 0% risk. I'd get something in the range of 3000 silver per medium sized raid without any medicine/food put into it yet.
Rex Jan 28, 2021 @ 1:47am 
Perhaps not always a relationship boost but rather have it a spectrum between max relationship boost when demanding no money and slowly gaining less and less to the point that the negatives are reached. There should definitely be a point where you lose relations but they still accept but too much would lead to a raid.
KhanTheMad Mar 26, 2021 @ 9:32pm 
add a option to pay a ransom to an enemy faction that has captured one of your pawns?
erdelf  [developer] Mar 27, 2021 @ 6:51am 
@KhanTheMad, this mod was made because that is a vanilla feature. They'll call you occasionally if they have one of yours.
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