I think that somewhere LONG before I hit 1300 prisoners, the Parole concept became a HUGE clusterfuck bottleneck.
If you RELEASE 4-5 per day, how many cross the 50 & 75 threshold? Even skipping meals (ooo that makes them REAL happy when parole is denied) leads to a bottle neck.
Search found 12 matches
- Sat Jan 31, 2015 8:47 am
- Forum: Community Members
- Topic: Concern about parole policy
- Replies: 7
- Views: 983
- Thu Aug 14, 2014 9:38 am
- Forum: Community Members
- Topic: [Suggestion] Improved Armed Guards / Firearm mechanics
- Replies: 11
- Views: 1159
Re: [Suggestion] Improved Armed Guards / Firearm mechanics
Uh, in general there is "Less Lethal" rather than "Non-Lethal" There are exceptions of course, and I'd love to see tear gas and bean bag rounds with an X% chance of straight up killing people, but I just don't think it will happen. I believe I've said it before, but Tazers should...
- Sun Jun 29, 2014 1:09 am
- Forum: Community Members
- Topic: [Suggestion] Emergency Food
- Replies: 3
- Views: 340
Re: [Suggestion] Emergency Food
Exactly - Emergency food supply on hand (Like MREs) or a massive Jimmy John's order. The problem I ran into is that my kitchen was a bit under-sized and I went to do some remodel work in the brief (9 hour) window between meals. Unfortunately the kitchen takes two entire power grids and one of the ne...
- Sat Jun 28, 2014 8:08 pm
- Forum: Community Members
- Topic: [Suggestion] Emergency Food
- Replies: 3
- Views: 340
[Suggestion] Emergency Food
Ok so I decided to rework my kitchen. I have 2x meals scheduled per day that gives me roughly 9 hours to make any changes. Everything that could go wrong, did go wrong. Considering the facility is large enough to run 840 inmates at this time, fixing these problems did not happen near quick enough an...
- Fri May 23, 2014 3:06 am
- Forum: Community Members
- Topic: [Suggestion] Prison Policy to search all new prisoners
- Replies: 19
- Views: 1511
Re: [Suggestion] Prison Policy to search all new prisoners
This is pretty easily resolved. I'll describe my methodology in the order that the prisoners see them: 1.) 2x K9 patrols in the delivery area. Why 2? In case one is taking a break. 2.) Metal Detector entering the prison itself. 3.) Metal Detector entering the cell block. 4.) Policy set to search eve...
- Fri May 23, 2014 2:51 am
- Forum: Community Members
- Topic: [Suggestion/Issue] Multiple issues that inhibit gameplay
- Replies: 3
- Views: 334
Re: [Suggestion/Issue] Multiple issues that inhibit gameplay
I'm going to second your #2, however this IS an Alpha. I've not found a solution for guards or prisoners getting hung on doors/corners. I watch my intakes very carefully. If a prisoner gets stuck while working, they'll typically unstick themselves when work time is over. I run three prisons - a smal...
- Tue Apr 01, 2014 10:24 pm
- Forum: Community Members
- Topic: Prisoner Sentence speed in relation to TimeWarpFactor ???
- Replies: 11
- Views: 1313
Re: Prisoner Sentence speed in relation to TimeWarpFactor ??
Having a trouble free prison for a certain time will get you +$10,000/day. I'd personally like to see the cap raised, but its a good idea. $10,000 at 100+ incident free days with both a 120 cell prison and a 500 cell prison seems a bit wonky, especially considering it doesn't take that long to cap o...
- Mon Mar 31, 2014 10:43 pm
- Forum: Community Members
- Topic: Suggestions for Alpha 20!
- Replies: 30
- Views: 2780
Re: Suggestions for Alpha 20!
Two things related to workshops: Both my small test/concept prison and large main prison have multiple workshops. If I want to offer Workshop Safety Induction or Carpentry Apprenticeship programs to my miscreants, I have to de-zone all but one workshop and build my schedule. If I don't, it'll schedu...
- Mon Mar 31, 2014 10:17 pm
- Forum: Community Members
- Topic: Prisoner Sentence speed in relation to TimeWarpFactor ???
- Replies: 11
- Views: 1313
Re: Prisoner Sentence speed in relation to TimeWarpFactor ??
I'm not sure if it effects their productivity... all i know is that I've got nearly as many workshop qualified people in my 130 cell test/concept prison as I do in my 500 cell main prison. Also because the sentence isn't tied to the clock, I actually have more carpentry qualified prisoners (currentl...
- Fri Mar 21, 2014 8:15 pm
- Forum: Community Members
- Topic: Taser feedback
- Replies: 103
- Views: 7333
Re: Taser feedback
Ok so I wanted to change the central section so much that I just went ahead and started from scratch. I don't know if it is my design (hooray, I'm a Prison Architect!) or what, but I almost don't need guards. One of the two major incidents I've had so far - which resulted in a body no less - was rig...
- Wed Mar 19, 2014 10:51 pm
- Forum: Community Members
- Topic: Taser feedback
- Replies: 103
- Views: 7333
Re: Taser feedback
You got it. The original plan was to put a series of workshops and a cantina with a split between them that was roughly evenly spaced between two cell blocks. I started with two on top to get the hang of things and found that my design was seriously lacking. What you see now is my current cell block...
- Wed Mar 19, 2014 3:11 pm
- Forum: Community Members
- Topic: Taser feedback
- Replies: 103
- Views: 7333
Re: Taser feedback
Disclaimer: I only started playing A-18 A Taser is a force multiplier. Say a fight breaks out with 2-3 inmates - The ability to immediately drop one buys the guard some time for others to get on scene and assist. I'm currently working ~240 prisoners. I've got 150 guards, with currently only 55 avail...