Escaping Prisoners
Moderator: NBJeff
Escaping Prisoners
This is going to sound incredibly noobish (probably for good reason) but how do I stop prisoners from escaping? Even after surrounding my complex with walls they make a break for it, and succeed. Any tips for a new guy would be greatly appreciated.
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- Location: England
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- level1
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- Location: England
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- level0
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As far as I know as of right now Patrolling guards is not in the game yet. Make sure you have jaildoors to places that you wouldn't want prisoners to be, with it set to staff only. Also by setting up metal detectors in the right places( I have mine at the door to the cantina ) there should be no reason for prisoners to have any sort of contraband. If you can't afford metal detectors doing random searchers while they are in there cells is a good way to keep that kind of stuff to a minimum too.
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- flatlander
- level1
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If you notice them hanging around "sitting" at the exit or in your sequence of gates to get out of the prison you can always:
Click on them and then assign them to a holding cell (a guard will come and move them off the gate). This also works for getting prisoners who are trying to get to the kitchens away from kitchen doors.
If staff are moving through the gate you can click Lockdown... which will send all prisoners back to their cells.
The best tactic I've had so far is to make the prison exit the least likely route a prisoner would take. At the moment... lot of this game is about pathing.
Click on them and then assign them to a holding cell (a guard will come and move them off the gate). This also works for getting prisoners who are trying to get to the kitchens away from kitchen doors.
If staff are moving through the gate you can click Lockdown... which will send all prisoners back to their cells.
The best tactic I've had so far is to make the prison exit the least likely route a prisoner would take. At the moment... lot of this game is about pathing.
Cutlery....
Kinross07 wrote:Thanks! Metal detectors would certainly minimise the stabbing sprees that seem to occur in every room ever.
Can i change my cutlery to plastic...as everytime i get going there seems to be an outbreak of knives!
the way I have found to reduce the amount of escapes (as previously noted) have layers of fences and jail doors to make it take longer.
Also metal detectors work a treat on reducing this (and reducing the threat levels to your fellow prisoners and staff) I put metal detectors at the entrances to the cell blocks (I make it that they all have to go through a single door to get to the cell blocks making it cheaper to use metal detectors).
either that or put the metal detectors in kettle points of your complex (does include canteens and showers)
If you want to reduce the threat of contraband even further have multiple doors into areas such as the canteen (that is where they get most of their offence weapons after the start of the game) and just search people when you see them acting suspiciously and it should stop them trying to do this.
does anyone know if having solitary areas has a positive effect on reducing the amount of incidents and escape attempts occur? (I have them and I can't tell the difference
Also metal detectors work a treat on reducing this (and reducing the threat levels to your fellow prisoners and staff) I put metal detectors at the entrances to the cell blocks (I make it that they all have to go through a single door to get to the cell blocks making it cheaper to use metal detectors).
either that or put the metal detectors in kettle points of your complex (does include canteens and showers)
If you want to reduce the threat of contraband even further have multiple doors into areas such as the canteen (that is where they get most of their offence weapons after the start of the game) and just search people when you see them acting suspiciously and it should stop them trying to do this.
does anyone know if having solitary areas has a positive effect on reducing the amount of incidents and escape attempts occur? (I have them and I can't tell the difference
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- level0
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