Author Topic: Hostage research projects  (Read 4721 times)

Offline AncientSion

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Hostage research projects
« on: April 10, 2016, 11:54:37 pm »
I can see how items, upon researching, should be expended and gone.
However, i dont know why Hostages would be expended upon researching. Its not an autopsy, so the hostage should stay a hostage after researching.

Offline greattuna

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Re: Hostage research projects
« Reply #1 on: April 10, 2016, 11:56:16 pm »
Because it would allow for farming the hostage until no research topics remain.

Offline Dioxine

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Re: Hostage research projects
« Reply #2 on: April 11, 2016, 07:18:55 am »
Maybe the deal is "you tell us stuff, we'll let you go".

Offline Arthanor

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Re: Hostage research projects
« Reply #3 on: April 11, 2016, 07:55:51 am »
I always thought it stopped when they couldn't talk anymore.. or do anything else, really...

Offline Dioxine

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Re: Hostage research projects
« Reply #4 on: April 11, 2016, 08:30:02 am »
Well that'd be normal for our crapsack world, not neccesarily for theirs :)

Offline Yglorba

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Re: Hostage research projects
« Reply #5 on: April 11, 2016, 02:08:42 pm »
I always assumed that you're getting everything they personally know out of them, and that the "one random free tech" you get is whatever that hostage happened to know (at least in enough detail for it to be useful to you.)

Offline Dioxine

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Re: Hostage research projects
« Reply #6 on: April 11, 2016, 03:20:21 pm »
That's the right assumption.

Offline Bloax

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Re: Hostage research projects
« Reply #7 on: April 12, 2016, 11:01:55 am »
Well obviously the solution would be to make research be able to immediately give you items and have "already interrogated" variants of the various hostages and shit that you can't research again, but still be eligible for doing other things to.

Of course this would require the manufacturing to have a "x project requires y item OR z item" so that you could still use these hostages without individual manufacture entries, so omfg effort