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Post by mausgmr on Aug 10, 2020 8:18:04 GMT -4
Hi Kris,
Can we sell prisoners back to 'bandits' via Mekhq? Also, can we recruit them if they become illegible? If no to neither, what do we do with them?
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Post by Admin on Aug 10, 2020 9:50:33 GMT -4
Technically you won't "ransom" prisoners back to the bandits, because I don't think anyone wants more bandits running around. For fluff purposes lets just say you are being paid by the Admin Empire (pseudo dominant faction on planet) a reward for any bandits captured and handing them over to them. So yes, sell them off to clear them out of your files. Just remember you can't simply remove personnel captured from another human, they are held till a war is over and returned, unless ransomed back mid war.
Yes, you can recruit bandits that are willing but not other player's personnel.
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Post by Tardigrades on Aug 12, 2020 7:48:24 GMT -4
I forget how you tell the difference between a regular prisoner and a defecting one
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Prisoners
Aug 12, 2020 10:51:23 GMT -4
via mobile
Post by mausgmr on Aug 12, 2020 10:51:23 GMT -4
A star next to their name.
I have to admit after capturing some infantry I can't seem to random them. Perhaps it's because they're all gravely injured? If anyone has any ideas let me know
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Post by catfishkailen on Aug 13, 2020 17:20:40 GMT -4
Yes, I also am unsure how to sell them.
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Post by Admin on Aug 13, 2020 19:19:10 GMT -4
If you "right-click" on a person there should be two options: "Free" or "Ransom", if a prisoner is willing to defect the "Free" option should say "Recruit."
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garyp
Junior Member
Posts: 71
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Post by garyp on Aug 13, 2020 23:31:01 GMT -4
I also have the problem that my prisoners don't have the option to be ransomed, only freed. It occurred to me that all the rules for ransoms and defections are part of the Against the Bot rules, which we have turned off for the campaign. I toggled on the AtB rules to test this and the option to ransom my prisoners became available when I did so.
It could be possible to allow players to toggle on the AtB rules to ransom their bandit prisoners, but to prevent any possible weirdness they would need to switch the AtB rules off again immediately after ransoming and definitely never advance a day with those rules active. While our default game states for this campaign would be "out of contract" for the AtB rules, and as such avoid having the bot randomly generating battles and events, there could still be some AtB rules that generate unwanted effects if left turned on.
Similarly despite capturing around twenty prisoners I have none willing to defect. I had assumed it was just bad luck on my part, but it is likely that with the AtB rules turned off there is no defection roll being made when prisoners are captured. Has anyone captured someone that was willing to defect while the AtB rules turned off?
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garyp
Junior Member
Posts: 71
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Post by garyp on Aug 14, 2020 3:08:31 GMT -4
A further thought about bandit defectors, one which me think it may not be a good idea to allow bandits to defect to player nations.
We are limited to recruiting personal with 4/5 level skills with no additional skills or special abilities except small arms. The randomly generated bandits are not limited to these skills and bandit defectors would provide a potential way to acquire some very skilled personal for no more cost than the danger already faced in defeating the bandits. I had a look through the skills and abilities of the 21 bandits I have captured so far and 11 of them had at least one skill that was either better than we are able to recruit and/or had an additional skill not allowed to our recruits. While most those 11 had modest skill increases that would cost 4 to 12 experience points for player recruited personal to achieve there were a few in 20ish experience point range and one particularly skilled bandit had increases that would cost a player recruited soldier 36 experience points to achieve.
While not every captured bandit would be willing to defect, given enough battles against bandits a players could accumulate a significant number of very skilled defectors and make our regularly recruited personal a second class option.
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Prisoners
Aug 14, 2020 4:18:00 GMT -4
via mobile
Post by mausgmr on Aug 14, 2020 4:18:00 GMT -4
Agreed on the skills part. It may be better that we just remove them entirely tbh. I can't see this ransom feature going flawlessly for everyone of we have to mess about with the AtB settings
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Post by Admin on Aug 14, 2020 8:28:54 GMT -4
That or we can just set a fixed ransom price, which we all agree on, and use the GM Mode whenever prisoners are "set free." Say, $2000 per person?
If you capture 15 people and set them free, just add $30,000 via GM Mode in Finances Tab under Misc: Ransom of Prisoners. The MegaMek HQ file logs what happens when "persons" are removed so I can watch to make sure the prisoner count is correct.
I agree we probably should drop hiring prisoners at all, although players did farm skilled crew this way in Alpha.
Note: (We had previously used the AtB settings during Alpha and just deleted the contracts that came up.)
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Post by falconsroost on Aug 14, 2020 9:14:17 GMT -4
You mean I will actually have to train my pilots for once through combat, and not capturing? How clan-like! ;D Let the trials of position commence!
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