Prison Architect Alpha 12
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- level0
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Customizable controls?
Hate to beat a dead horse. But, I've been holding off on updates because I don't use QWERTY and don't want to mess with updating if I can't play the game.
Are there customizable keyboard bindings, yet?
Are there customizable keyboard bindings, yet?
- paktsardines
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Axios wrote:"Contraband found by guards is still dropped on the floor, but will now auto-vanish after 10 seconds"
Maybe in afuture alpha, create a contraband storage area in security room and empty the area every 24 hours, so if a prisoner sneak in....
That's a great idea! But maybe it should go back to where is belonged! Like tools back to the workshop and medicine back to the infirmary etc. And drugs should be destroyed and the prisoner 10 year extra for trafficking?
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Re: Prison Architect Alpha 12
Chris wrote:- Fixed: Drains will no longer block doors from closing
There is a god, his name is Alpha 12.
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dvr89 wrote:Axios wrote:"Contraband found by guards is still dropped on the floor, but will now auto-vanish after 10 seconds"
Maybe in afuture alpha, create a contraband storage area in security room and empty the area every 24 hours, so if a prisoner sneak in....
That's a great idea! But maybe it should go back to where is belonged! Like tools back to the workshop and medicine back to the infirmary etc. And drugs should be destroyed and the prisoner 10 year extra for trafficking?
yes to everything here yes yes yes
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"Metal Detectors now fall out of action for 3 seconds after detecting something"
This is gamey and dumb, This is a design attempt to allow more contraband to exist in your jail. Why else make something act so unrealistic? I work with these on a daily basis. They dont stop working for three seconds!! Dumb.
I am disappointed with this Alpha. At least I have next month to look forward to. Id rather see bugs fixed and other features with more meaning implemented such as gangs, corruption, guard towers, special characters (prisoners and guards like gang officers or inmate leaders calling out hits or directing criminal activity), more special circumstance decision making issues like so and so wants such and such, do you A) blah blah B) yada yada or C) hmmm with various consequences and greater influences on inmates and morale.
The game is a delight to play but it needs more depth other than just building a prison. There needs to be strategy based on special characters or some other game within a game going on here...cat n mouse stuff....problem solving. I know, give it time.
For example, heres a gameplay element you could do with contraband. As it is now in A12, you can somehow see how magically the point of origin contraband was obtained or smuggled in and track its movments. Big deal. What if you could only see that information or various levels of its accuracy only IF you had a special guard (an investigator - prisons have these guys). And depending on his skill level (he gets XP based on time or you can pay to send him to training), the greater degree of info you get on where that contraband originated. And say by doing that, you are able to identify a prisoner fencing items (selling and buying) and thus could take him down with a search to get his large stash then stick him in solitary. But perhaps in the meantine, the leader of an inmate gang is plotting to kill your investigator because he is too good or getting to effective. Thats were you might need an investigator trained in gang intelligence or develop prisoner informers. Then those informers need protection if discovered - protection such as you just might have to lose a great informer by transferring him out of your prison to save his life before he is killed.
Its that kind of game within a game stuff that would add depth more than just plumbing toilets and building walls. I know I know....wait.
This is gamey and dumb, This is a design attempt to allow more contraband to exist in your jail. Why else make something act so unrealistic? I work with these on a daily basis. They dont stop working for three seconds!! Dumb.
I am disappointed with this Alpha. At least I have next month to look forward to. Id rather see bugs fixed and other features with more meaning implemented such as gangs, corruption, guard towers, special characters (prisoners and guards like gang officers or inmate leaders calling out hits or directing criminal activity), more special circumstance decision making issues like so and so wants such and such, do you A) blah blah B) yada yada or C) hmmm with various consequences and greater influences on inmates and morale.
The game is a delight to play but it needs more depth other than just building a prison. There needs to be strategy based on special characters or some other game within a game going on here...cat n mouse stuff....problem solving. I know, give it time.
For example, heres a gameplay element you could do with contraband. As it is now in A12, you can somehow see how magically the point of origin contraband was obtained or smuggled in and track its movments. Big deal. What if you could only see that information or various levels of its accuracy only IF you had a special guard (an investigator - prisons have these guys). And depending on his skill level (he gets XP based on time or you can pay to send him to training), the greater degree of info you get on where that contraband originated. And say by doing that, you are able to identify a prisoner fencing items (selling and buying) and thus could take him down with a search to get his large stash then stick him in solitary. But perhaps in the meantine, the leader of an inmate gang is plotting to kill your investigator because he is too good or getting to effective. Thats were you might need an investigator trained in gang intelligence or develop prisoner informers. Then those informers need protection if discovered - protection such as you just might have to lose a great informer by transferring him out of your prison to save his life before he is killed.
Its that kind of game within a game stuff that would add depth more than just plumbing toilets and building walls. I know I know....wait.
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- level2
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DeltaTango wrote:"Metal Detectors now fall out of action for 3 seconds after detecting something"
This is gamey and dumb, This is a design attempt to allow more contraband to exist in your jail. Why else make something act so unrealistic? I work with these on a daily basis. They dont stop working for three seconds!! Dumb.
I am disappointed with this Alpha. At least I have next month to look forward to. Id rather see bugs fixed and other features with more meaning implemented such as gangs, corruption, guard towers, special characters (prisoners and guards like gang officers or inmate leaders calling out hits or directing criminal activity), more special circumstance decision making issues like so and so wants such and such, do you A) blah blah B) yada yada or C) hmmm with various consequences and greater influences on inmates and morale.
The game is a delight to play but it needs more depth other than just building a prison. There needs to be strategy based on special characters or some other game within a game going on here...cat n mouse stuff....problem solving. I know, give it time.
For example, heres a gameplay element you could do with contraband. As it is now in A12, you can somehow see how magically the point of origin contraband was obtained or smuggled in and track its movments. Big deal. What if you could only see that information or various levels of its accuracy only IF you had a special guard (an investigator - prisons have these guys). And depending on his skill level (he gets XP based on time or you can pay to send him to training), the greater degree of info you get on where that contraband originated. And say by doing that, you are able to identify a prisoner fencing items (selling and buying) and thus could take him down with a search to get his large stash then stick him in solitary. But perhaps in the meantine, the leader of an inmate gang is plotting to kill your investigator because he is too good or getting to effective. Thats were you might need an investigator trained in gang intelligence or develop prisoner informers. Then those informers need protection if discovered - protection such as you just might have to lose a great informer by transferring him out of your prison to save his life before he is killed.
Its that kind of game within a game stuff that would add depth more than just plumbing toilets and building walls. I know I know....wait.
It's an alpha.
'Gamey'...
It's a game!
Although before this degenerates in to a slagging match I actually find a lot of Deltatango's comments interesting. But I also think much of what is being talked about is already in place or similar/ doable with a little change of emphasis or refinement. Which as we're all saying, can be expected as this is an Alpha...
I need some time to play as it's been a couple of Alphas since I had the chance... thinking about how some of the people dynamics might get more amusing/ complex, how about priests and/ or nuns visiting prisoners instead of families on occasion? (e.g. like in Dead Man Walking with Susan Sarandon and Sean Penn, or the current tutorial level...) prisoners might improve or worsen their moods depending on what they think of different kinds of visitor, and the player's own judgement calls about who to invite could have varied results. And there might be some amusing repercussions of prisoners talking to other prisoner's visitors...
It's a game!
Although before this degenerates in to a slagging match I actually find a lot of Deltatango's comments interesting. But I also think much of what is being talked about is already in place or similar/ doable with a little change of emphasis or refinement. Which as we're all saying, can be expected as this is an Alpha...
I need some time to play as it's been a couple of Alphas since I had the chance... thinking about how some of the people dynamics might get more amusing/ complex, how about priests and/ or nuns visiting prisoners instead of families on occasion? (e.g. like in Dead Man Walking with Susan Sarandon and Sean Penn, or the current tutorial level...) prisoners might improve or worsen their moods depending on what they think of different kinds of visitor, and the player's own judgement calls about who to invite could have varied results. And there might be some amusing repercussions of prisoners talking to other prisoner's visitors...
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