Closed TheOtherTaylor closed 10 years ago
Possibly we can tie this to #130 and call it a general surrender overhaul.
I was thinking of something similar - especially since you can't control surrendered untis until they are secured. I was going to make it so that if you drop the module on a surrendered unit instead of just securing them (like it does now) it will ask if you want to:
The main reason I was going to do this is so that you could re-activate enemy units if the players fail to secure them. Right now there's not really a need to actually secure units since they won't do anything after they have surrendered. But if they could revert to being dangerous again....
It sounds like what you're describing is a bit different though, more of a 'recruit' option in the action menu from the player menu - which is cool too. More of a 'Recruit' option? Maybe that would only apply to units that came from your side originally - or there's some completely different module you can drop on AI to make then 'recruitable' as it's own feature.
Release would be best for the game master to just return them to their default behavior.
I was thinking the 'Recruit' style release for players releasing a hostage, because then they would have the ability to command that unit to move, board vehicles, hide, etc.
I don't think this is actually bad that the surrender module works on players and may actually be useful, but the only option for a surrendered character is to secure them (by interaction or by placing the zeus module again) which keeps them in a "civilian" state. At this point they could pick up a gun and start fighting again, but would not be detected by AI as being part of the opposing faction.
I think we need a "release" option that lets them pull their weapon back out and returns them to their original faction (possibly adds them to the group of the releasing player?) This could be handy in missions involving rescuing some AI and then having to fight out and get in a transport vehicle.