Difference between revisions of "Blindsight"
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Blinding overall provides more benefits than wearing a blindfold but compromises the pawn fighting abilities while a blindfold can be taken out during a raid. Therefore, full blindness is better suited for pure [[psycast]]ers or pawns carring [[weapons]] with forced miss radio such as [[EMP grenades]]. Alternatively, careful shooters pawns, shooting specialists and [[Gunlink]]s can help overcome the accuracy lost. | Blinding overall provides more benefits than wearing a blindfold but compromises the pawn fighting abilities while a blindfold can be taken out during a raid. Therefore, full blindness is better suited for pure [[psycast]]ers or pawns carring [[weapons]] with forced miss radio such as [[EMP grenades]]. Alternatively, careful shooters pawns, shooting specialists and [[Gunlink]]s can help overcome the accuracy lost. | ||
− | Blinding is particulary useful in [[slaves]]. Blind slaves add very little wealth to your colony and are fairly harmless in case of a rebellion. They can effectively use [[EMP grenades]], [[EMP launcher]]s and [[Smoke launcher]]s since they don't suffer aim penalty from blindness and also don't increase slaves rebellion chance. Also, the extra cold insulation from blindfolds might just be enough to allow them wear [[Slave body strap]]s on cold biomes. | + | Blinding is particulary useful in [[slaves]]. Blind slaves add very little wealth to your colony, have a lower chance to rebel since they are technically hurt and are fairly harmless in case of a rebellion does happen. They can effectively use [[EMP grenades]], [[EMP launcher]]s and [[Smoke launcher]]s since they don't suffer aim penalty from blindness and also don't increase slaves rebellion chance. Also, the extra cold insulation from blindfolds might just be enough to allow them wear [[Slave body strap]]s on cold biomes. |
Because blinding is not ideal for a lot of pawns, Blindsight is better used together with another [[Ideoligion]]. That way you can have a few blinded pawns enjoying the benefits of their blindness without affecting much their activities while the rest follows another ideoligion that doesn't includes Blindsight and therefore are not sad for not being blind. For example, since blinding is so good for slaves, it might worth it having a "blind slave" Ideoligion for cookers, crafters, cleaners and haulers and a "sighted colonist" Ideoligion for everyone else. | Because blinding is not ideal for a lot of pawns, Blindsight is better used together with another [[Ideoligion]]. That way you can have a few blinded pawns enjoying the benefits of their blindness without affecting much their activities while the rest follows another ideoligion that doesn't includes Blindsight and therefore are not sad for not being blind. For example, since blinding is so good for slaves, it might worth it having a "blind slave" Ideoligion for cookers, crafters, cleaners and haulers and a "sighted colonist" Ideoligion for everyone else. |
Revision as of 08:51, 17 October 2021
Blindsight Is one of the memes added with the Ideology DLC.
It elevates the status of blind pawns and improves the psypowers of blind psycasts.
Advantages
- Blindsight gives up to +15 mood boost to blinded pawns and +30 opinion from other pawns.
- Increases blinded pawns psypower by increasing their psychic sensitivity.
- Allows crafting blindfolds, which provides protection, cold insulation and +2 mood boost.
- Blind pawns stats are unaffected by light and darkness.
- Blind pawns ignore pawns beauty status.
- Blinding greatly decreases the pawn value.
- Unlocks Medical specialists.
Disavantages
- Blindsight gives up to -6 mood boost to non-blinded pawns and -5 opinion from other pawns.
- Blinded and blindfolded pawns are severely limited on the number of activities they can perform effectively.
- Blind pawns ignore rooms beauty status.
- Disables the Darkness meme.
Blind psysense: Strong
This precept increases the user psychic sensitivity:
- Wearing blindfold: +30% psychic sensitivity.
- Blind: +80% psychic sensitivity.
Blinding ritual
If satisfying, in this ritual the pawn will get a psylink upgrade or unlock new psychic powers.
You can repeat the ritual by recovering the pawn sight, that means you can effectively trade Bionic eyes, Healer mech serums and Resurrector mech serums for psychic powers. You can also heal your eyes in a Biosculpter pod if you convert the pawn to another non-Blindsight ideoligion first.
Affected activities
Before blinding a pawn, it is important to consider what activities are affected by sight.
Activities that are not affected by blindness:
Activities that are slower with blindness:
Activities that result in losses or failure with blindness:
- Hunting, Construction, Mining, Butchering, Plants, Animal and Medical.
Pawns dedicated to cleaning, hauling, socializing and mediating are the ideal pawns to blind.
If you are only taming and not milking or shearing anything then animal handlers are also a good option to blind.
Cooks, crafters, artists and researchers can be blinded without resource losses.
Builders and doctors are the worse options to blind since they can result in losing expensive materials, bionics and lifes.
Strategies
Blinding overall provides more benefits than wearing a blindfold but compromises the pawn fighting abilities while a blindfold can be taken out during a raid. Therefore, full blindness is better suited for pure psycasters or pawns carring weapons with forced miss radio such as EMP grenades. Alternatively, careful shooters pawns, shooting specialists and Gunlinks can help overcome the accuracy lost.
Blinding is particulary useful in slaves. Blind slaves add very little wealth to your colony, have a lower chance to rebel since they are technically hurt and are fairly harmless in case of a rebellion does happen. They can effectively use EMP grenades, EMP launchers and Smoke launchers since they don't suffer aim penalty from blindness and also don't increase slaves rebellion chance. Also, the extra cold insulation from blindfolds might just be enough to allow them wear Slave body straps on cold biomes.
Because blinding is not ideal for a lot of pawns, Blindsight is better used together with another Ideoligion. That way you can have a few blinded pawns enjoying the benefits of their blindness without affecting much their activities while the rest follows another ideoligion that doesn't includes Blindsight and therefore are not sad for not being blind. For example, since blinding is so good for slaves, it might worth it having a "blind slave" Ideoligion for cookers, crafters, cleaners and haulers and a "sighted colonist" Ideoligion for everyone else.
Blind pawns are unaffected by light and darkness, so ideally you should fight in darkness so your enemies get a move penalty and you don't. Consider keeping a Sun Blocker active for a permanent fight advantage if it doesn't hurts your energy and food production.
Blind pawns ignore pawns beauty status, so you can give them Stoneskin glands without penalty to opinion.
Blind pawns ignore rooms beauty status, so you won't get negative mood buffs for dirty rooms, but you also won't get positive mood buffs for beautiful rooms.
It is not a good ideia to blind medical specialists, but they can still wear blindfolds while not doctoring and act as psycasters during combat. Unlike pawns incapable of violence, medical specialists can equip an Eltex staff if you give them before assigning the role.
Even if you don't want to blind anyone, Blindsight is still a useful meme that give access to medical specialists and the blinding ritual which can be used to farm psychic powers.