What would you like to see in alpha 10?

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mred209
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Postby mred209 » Sun Apr 28, 2013 9:17 pm

notsatan wrote:Where exactly did they say that it's based on U.S Prisons?


They don't. But the currency is dollars. QED...

I'm not taking sides on the whole guns/anti-guns in the game thing, I'm just saying, it does seem to be US-focussed, even though IV is British.
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christopher1006
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Postby christopher1006 » Sun Apr 28, 2013 9:37 pm

mred209 wrote:
christopher1006 wrote:
zorroman1100 wrote:a campaign mode! Start with small prisons and have to work our way up etc (think theme hospital) challenges presented to us. ( I realize this will probably be later)


I get the impression that we won't be seeing the campaign until release so that there's at least some fun surprises left for anyone who has been alpha/beta testing.


I get the impression an alpha test and a beta test need to test, y'know, *everything in the game*. I get where you're coming from, but how are they going to launch the full game with an entire mode that has never been tested?

;)


Because in theory assuming we found all the bugs in the Alpha and Beta the campaign would run no different than a sandbox mode game, the only difference being that the campaign mode would actually have goals.
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VanKuchen
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Postby VanKuchen » Sun Apr 28, 2013 9:56 pm

Some easy things to implement would be large staff and normal doors, doors that open only during certain regime times like canteen doors during eat time, segregated max sec showers/canteens, and more intimidation effects to keep violence under control.
The most important thing to me right now would be the ability to build a non-violence prison without housing the prisoners in a 5-star hotel, more effects of Solitary confinement, denying Yard or Free-Time to certain prisoners, full-time solitary for extreme cases, more segregation options in deployment.

Well t i gotta say Alpha 9's great already i love planning my prisons but this game could be so much better! Keep working on it guys!
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Postby mred209 » Sun Apr 28, 2013 10:13 pm

christopher1006 wrote:
mred209 wrote:
christopher1006 wrote:
zorroman1100 wrote:a campaign mode! Start with small prisons and have to work our way up etc (think theme hospital) challenges presented to us. ( I realize this will probably be later)


I get the impression that we won't be seeing the campaign until release so that there's at least some fun surprises left for anyone who has been alpha/beta testing.


I get the impression an alpha test and a beta test need to test, y'know, *everything in the game*. I get where you're coming from, but how are they going to launch the full game with an entire mode that has never been tested?

;)


Because in theory assuming we found all the bugs in the Alpha and Beta the campaign would run no different than a sandbox mode game, the only difference being that the campaign mode would actually have goals.


But goals need to be coded, and need to be triggered correctly, and can have bugs. I get what you're saying, and I also think it would be nice to find entirely new stuff in the main game that we haven't seen in the alpha/beta, but I don't see how that's at all practical from a programming/quality-assurance/test-everything-to-make-sure-it-works point of view.
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christopher1006
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Postby christopher1006 » Sun Apr 28, 2013 11:36 pm

mred209 wrote:But goals need to be coded, and need to be triggered correctly, and can have bugs. I get what you're saying, and I also think it would be nice to find entirely new stuff in the main game that we haven't seen in the alpha/beta, but I don't see how that's at all practical from a programming/quality-assurance/test-everything-to-make-sure-it-works point of view.


It's easy enough to test through the one mission that we currently have that's a basic tutorial. Take info about bugs from that since the rest of the campaign will likely use a similar style of 'This is your goal, here's any details that you may need for that goal, good luck' to give you the scenario. If anything I wouldn't mind test missions which have nothing to do with the campaign and are used to test out different things that Chris wants to use for the real campaign. There's quite a few people who like to buy games for the story, exposing it all the way from Alpha/Beta stage could get quite a few of them bored before the game is complete.
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Anonymous123445
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Postby Anonymous123445 » Mon Apr 29, 2013 4:09 am

I'd really like to see a kind of political background for the prison/country that the players could choose, so that things such as torture/intentional mistreatment/prison riots, etc, actually have more context.

I kind of doubt it'll be added in other than the campaign, though, as it'd probably be really time-consuming.
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Postby LegendCZ » Mon Apr 29, 2013 11:24 am

I think if there should be auto unload or load u can have it option but for some fee, but only option not primary, anyway i like to see dead bodies away, some next fundation or something like a events like prison threatre for public to make some money from tickets or some competition and rewards i think it be nice cheer to prisoners and for prison pocket too i want to say why not? it will be awesome you can plan "in limits" your own prison show its rather suggestion but i wanted to writed that.

btw sorry for english.
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Postby Swathawk » Mon Apr 29, 2013 12:19 pm

- Gangs that you need to keep a eye on, and keep away from other gangs.
- Education for prisoners, if they pass you will get a bonus.
- smart prisoners, who is planing to escape
- Make the people in the offices usefull, like meetings with the prisoners
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Postby StakkerDk » Mon Apr 29, 2013 1:24 pm

- tool wagon for you construction workers. Like the laundry team got laundry wagons. It silly how they run from point A to B with one showerhead, and then back for another, and keeps doing that 10 times in a row. He should be able to store X amount of construction gear on hes trolly, and then move around with that. That could be an upgrade needed to research.

- Stats for the crew. Some guards are quicker then other, some are stronger, some might be able to be bribed be the inmates to look the other way when going through detectors.
- Stats for the inmates. Some are easier subdued than others, some eat more, some start small gangs inside, some might be masterminds and organize breakouts, etc.
- Make the Chief wander around, and be able to boost guards with a temporary stat bonus.
- Make the Psychologist able to consulate some of the inmates, with the goal to make their behavior better.

- More levels for building. A cellar, ground lvl, and top lvl.
- Able to fit more than 1 prisoner to each cell, so that you can have several cells with 2-4 prisoners. Not just one Holding cell.

- Chain gangs, that can be rented out for cash. For road maintenance or garbage duty.
- Workshop area for outdoor. Trucks dump big rocks, and inmates smash em with hammers to make gravel, which then can be sold.
- Ability to link/assign certain areas to each cellblock. Cell block A linked with Canine A, Yard A, infirmery A, etc etc.
Last edited by StakkerDk on Mon Apr 29, 2013 8:24 pm, edited 1 time in total.
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Postby fat_wilf » Mon Apr 29, 2013 4:50 pm

Apart from the normal requests of prisoner pipeline, tunnelling and riot guards etc. i would like....


1) the delivery area to work when its moved away from the road so i can secure my prison completely

2) i realise this is still ALPHA but some different map layouts or scenarios would be great - for example - landscape features which impede where you can actually build, or perhaps overhauling a run down prison and so on...
(e.g. building on a small island, trying to build around a lake/rocks or fitting a prison in around a town or motorway etc) working on the same flat, plain landscape is fun but a change would be nice.

3) also, staff should get tired and need a rest, so you would need a staff room/rest area.


Maybe i spent too much time playing theme hospital

*edit*

just seen the similar posts saying 'campaign mode' +1 to that - thats kind of what i meant to say anyway...
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Postby acegamer08 » Mon Apr 29, 2013 8:30 pm

i don't think tunneling is the way to go, its hard enough with the prisoners escape attempts above ground....how the hell would we stop attempts under ground anyways?



i would like to see prisoners leave at some point in time (without escaping)
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Postby Arthemax » Mon Apr 29, 2013 8:41 pm

Guard regimes, so you won't have to micromanage them 24/7.
Different regimes for different cell blocks/security levels, so you can have different people working in workshops/laundry all day, and utilize the canteen/showers/yard better.

Escort zones, where prisoners are only allowed under direct supervision. Alternatively: semi-staff zones, where prisoners with specific duties are allowed if escorted (storage/deliveries to pick up workshop items, or offices to clean, or infirmary to be healed.
Remote controlled gates/doors, so stealing keys won't be enough to escape on your own. (would need guards to monitor and operate though, plus being more expensive to set up.)

Assigning jobs without researching deployment.
Assign guards to specific items/locations, for instance guarding/operating a door, or overseeing a metal detector.

New grants for establishing the new gameplay elements (especially laundry).
One-time grants for accepting new prisoners, to help fund expansion of the prison. Currently, the cost of a new prisoner cell alone is a full week of grants if you have no other expenses. Adding in food and guard costs, the vanilla game makes it extremely hard to grow your prison, IMO.

Finance tab shows retrospective finance report for the previous day and/or week, including costs of emergencies, repairs, constructions, research, hiring, materials etc, and income from grants and workshops.
Last edited by Arthemax on Mon Apr 29, 2013 10:29 pm, edited 1 time in total.
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Postby Arthemax » Mon Apr 29, 2013 8:46 pm

acegamer08 wrote:i don't think tunneling is the way to go, its hard enough with the prisoners escape attempts above ground....how the hell would we stop attempts under ground anyways?


i would like to see prisoners leave at some point in time (without escaping)


By having the only gates that leave your prison be in staff only zones, and constantly guarded.
AFAIK the only way prisoners escape as of now, is through doors/gates.
With a few strategically placed metal detectors you avoid guns that can let them shoot their way out.
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Postby acegamer08 » Mon Apr 29, 2013 10:30 pm

Arthemax wrote:
acegamer08 wrote:i don't think tunneling is the way to go, its hard enough with the prisoners escape attempts above ground....how the hell would we stop attempts under ground anyways?


i would like to see prisoners leave at some point in time (without escaping)


By having the only gates that leave your prison be in staff only zones, and constantly guarded.
AFAIK the only way prisoners escape as of now, is through doors/gates.
With a few strategically placed metal detectors you avoid guns that can let them shoot their way out.


the issue with escapes, is most of my guards just stand there and do nothing (for the exception of two or three that chase them down) ... so the end result is, prisoners stand at the doors beating on them (while guards are right there), i lock the door (otherwise the guards actually open the doors for them), then after a minute, the few guards that were chasing them finally catchup to the prisoners and beat them down. oh and staff only zones dont work when they want to escape. (or they havent for me)

edit: by the way that didnt answer my question about stopping UNDERGROUND escapes....i sure wouldn't want prisoners to tunnel underground.
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Postby lunaticneko » Wed May 01, 2013 6:36 am

mred209 wrote:
notsatan wrote:Where exactly did they say that it's based on U.S Prisons?


They don't. But the currency is dollars. QED...

And how do you know it's not Australia or Singapore?

I still got the "prisoner indefinitely locked down" problem sometime. Now most of my prisoners are frozen solid: won't move, won't do anything.

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