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Starsector 0.97a is out! (02/02/24); In-development patch notes for Starsector 0.98a (2/8/25)

Author Topic: Combat - Prisoners  (Read 1379 times)

Hansag

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Combat - Prisoners
« on: July 08, 2020, 08:24:03 AM »

A bit of a new mini-game relating to reputation, and something not too uncommon in history.

How to treat them though?

Benevolent
Prisoners are treated well in accordance with the rules of war and hyperspace.
  • Consumes some supplies
  • Released in port to their labour union representative (com request)
  • Might provide intelligence after combat
  • Option: Recruit crew - offer some of the crew to join your crew. Sign up fee and number of crew depend on faction relationship.
  • Option: Reduced Rations - uses less supplies, much to the nuisance of their labour representative. Some risk for prisoners dying (and PR hit).

Harsh
Technically treated within the letter of the law, if not the spirit of it.
  • Consume few or no supplies
  • Can be released in port to their labour union representative (com request)
  • Does not provide intelligence
  • Option: Harsh Interrogation - Might provide some intelligence, as well as dead bodies and bad Public Relations (PR)
  • Option: Organ Harvest - What's wrong with you. Does this look like Rimworld to you? Removes the equivalent number of prisoners and reduces relations with all factions

Ship System
Brig/Holding Cells (reduces supply usage of prisoners and increases chance of intelligence)

N.B. - One could imagine that if your business model involves capturing and harvesting prisoners organs, then some crew might quietly leave when arriving in port (similar to if not paid). In addition, making it harder to hire crew and marines from the open markets of factions that do not like you. So, in the end you might have to rely on slipping into pirate bases to get your crew.
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Mondaymonkey

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Re: Combat - Prisoners
« Reply #1 on: July 08, 2020, 08:31:53 AM »

What you suggested is already available in some kind of mod. Not sure, which one...

What can be really better - capturing enemy officers. You can release them in they faction market for some rep, or sell them on market of factions that are hostile to prisoners faction for reward and additional rep penalty with prisoners faction. Also you can try to converse them in your religious hire them or simply space them out in airlock for fun!

New mission type could be added - bring target officer to justice alive. Twice as distance traveled, twice as paid!
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I dislike human beings... or I just do not know how to cook them well.

Hansag

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Re: Combat - Prisoners
« Reply #2 on: July 08, 2020, 03:43:55 PM »

What you suggested is already available in some kind of mod. Not sure, which one...

What can be really better - capturing enemy officers. You can release them in they faction market for some rep, or sell them on market of factions that are hostile to prisoners faction for reward and additional rep penalty with prisoners faction. Also you can try to converse them in your religious hire them or simply space them out in airlock for fun!

New mission type could be added - bring target officer to justice alive. Twice as distance traveled, twice as paid!

Can not say I have looked much at the mod-market for this game yet. Still exploring the wonders of it.
But yes, keeping it to just officers would make it simpler as well I guess in terms of variables. Again, this could make a "Brig" worthwhile as a Ship Mod (makes it harder for them to escape while in port etc.)
One could also include raid or covert missions where you specifically go in with marines and officers to capture someone.
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