colored flooring ?

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Jasonmm92
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colored flooring ?

Postby Jasonmm92 » Mon Jul 01, 2013 3:56 am

how about colored flooring ?

like visitors follow the yellow line

staff is red red line

and the inmates walk on the green

cheers
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:P

Postby joeypirate » Mon Jul 01, 2013 4:50 am

like wall-E
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Postby Xoligy » Mon Jul 01, 2013 7:01 am

I wouldnt use it, i rarly use the materials of other flooring.

Grass and concrete tiles are all i really use.
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Postby Jasonmm92 » Mon Jul 01, 2013 1:46 pm

Xoligy wrote:I wouldnt use it, i rarly use the materials of other flooring.

Grass and concrete tiles are all i really use.


I used to think like that , fast flooring is the answer.

Jay
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Postby Xoligy » Mon Jul 01, 2013 2:43 pm

Jasonmm92 wrote:
Xoligy wrote:I wouldnt use it, i rarly use the materials of other flooring.

Grass and concrete tiles are all i really use.


I used to think like that , fast flooring is the answer.

Jay


Again...

Grass and concrete tiles are all i really use.

The default flooring is concrete floor this is an indors material and speed is fast. Concrete tiles which i mentioned i use is an outdoor material its speed is fast, the grass is also an outdoor material and its speed is slow, but that does not matter seeing as its only used to brighten up the area and only during yard/freetime. All other times the concrete tiles are used and even then its for what? 20 tiles-30tiles...
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Postby Check Six » Mon Jul 01, 2013 3:57 pm

Despite whether you use concrete tiles or marble flooring or white tiles for floors, this is a good idea...to be able to put lines on the floor which prisoners and visitors must adhere to, to direct them to areas where they must go etc. It would also prevent mobs of prisoners all attempting to get into the canteen or showers etc, and they will wait in an orderly line, or suffer the consequences.

It does not mean that you will have to replace the entire line of 1 x 1 concrete tiles with red concrete tiles, I think just a simple thin red line that you are able to overlay (for example in the deployment screen, the same way a guard's patrol is defined). It would then appear on the flooring that you have chosen for this particular area.

A very good idea I think.
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Postby Xoligy » Mon Jul 01, 2013 5:04 pm

Check Six wrote:to be able to put lines on the floor which prisoners and visitors must adhere to, to direct them to areas where they must go etc. It would also prevent mobs of prisoners all attempting to get into the canteen or showers etc, and they will wait in an orderly line, or suffer the consequences.


Segregated blocks/area are all thats needed.

You say these lines will stop mobs of prisoners all gathering in one place but i fail to see how when they all are told to go to the canteen or the shower at the same time so they are all going to gather in the same spot where as with segregated areas you can limit the number of people to an area and then set up another area and do the same. Of cause you need to make sure that prisoners in cellblock 1 are not trying to get to jobs,showers or canteen in cellblock 5s area for example but does the job better and easier than adding "lines" everywhere. imo.

Think about it with land expansion prisons are going to get pretty damn big, jobs at the moment are given to random prisoners you dont want 10 prisoners from one end the map trying to get to jobs at the other end of the map this is something segregated areas could solve we'll long as people set there prisons up correctly...
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Postby Check Six » Mon Jul 01, 2013 6:54 pm

It's not about governing where prisoners go once in a room or whether they gather in one spot or not. It is about regimenting their utilisation of passageways etc. It is the same on the roads...you just don't choose where on the road you wish to drive. Here in Australia, we drive on the left side of the road...in the USA it is the right side of the road. If you have prisoners walking wherever they like, there WILL be collisions, and some of these will end up as fights.

If prisoners are restricted to walking on the lines ONLY (with consequences for not doing so), there will be less fights. If the prisoners are forced to stick to the lines until they enter a room, they will enter and leave the room in an orderly fashion, with less fights like we see when 50 prisoners are told "shower time"...whether they all use the same shower block, or several shower blocks, if they just wander in there will be bottlenecks, collisions, fights and shanking everywhere.

Coloured lines will direct visitors to where they can visit the inmates, and restrict them wandering off to dangerous places. A different coloured line may direct new inmates to the induction centre, and they can then be escorted to their cells.

Prisoners sticking to one side of the corridor or the other will also free up the centre of the corridor (provided our Prison Architect makes them wide enough) to enable guards and doctors etc to carry on their business with a minimum of fuss and bother.
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Postby xander » Mon Jul 01, 2013 7:17 pm

I would also note that if all you use are grass and concrete, then there are already tons of things that you don't use, so what harm does it do to include a few more? Or are you suggesting that all of the other floor materials be removed from the game? Personally, I like to have lots of options. Marble tiles for entrances and exits, metal floors for storage and utility areas, fancy tiles for the canteen and kitchen, &c.--functionally, it doesn't matter, but having the options is nice from an aesthetic point of view.

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Re: colored flooring ?

Postby Jackdapantyrip » Mon Jul 01, 2013 7:35 pm

Jasonmm92 wrote:how about colored flooring ?

like visitors follow the yellow line

staff is red red line

and the inmates walk on the green

cheers


I like it. Possibly have arrows so they have to walk in a certain direction.
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Postby Xoligy » Mon Jul 01, 2013 7:42 pm

Still dont need deployment lines for this it can be auto programmed in so that they either stick to the left or the right when walking a certain direction in school we were taught to walk on the left just like we drive on the left here in the uk but before this type of thing can be added they need to sort out layering issues anyway as the ai walks around lights and cctv sure you could add random events later like prisoners disobeying these rules and being punished or they try and and jump someone in the corridor etc but thats at a much later date at moment...

I personally dont see how walking on lines will mean less fights either (maybe because i have no fights), i mean my 100 prisoners doing a zerg style rush to the canteen for food means they are getting there food quicker meaning less time is required to eat, crap and shower now single file them to the canteen its going to take the last person longer to get his food eating up some of that valuable time which is already set to 2hours.

As for visitation rules, can all be done by zoning areas, but then i dont really sue visitation and when i do its right next to the prison entrance like i would of thought it be in any prison. (Get in > sit down > run out if there is a problem lol)

@xander - not suggesting anything be removed. Op is suggesting walking lines which is someting im not a fan of, specially when it comes to creating a huge prison.

Sorry if i missed anything out or not making much sense, im not sleeping much at moment so running on empty....
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Postby xander » Mon Jul 01, 2013 11:03 pm

Xoligy wrote:@xander - not suggesting anything be removed. Op is suggesting walking lines which is someting im not a fan of, specially when it comes to creating a huge prison.

The point was not that anyone was suggesting that anything be removed, but that features which you do not like don't need to get used. The rest of us can use them, and you can continue to have a grass-and-concrete hellhole. Personally, I can see how the addition of lines of travel might help the performance of the game, as it would give certain grid cells low transit costs, which might hint to the path-finding algorithm and speed things up. Alternatively, a prisoner who wants to get to the canteen need only find a marked route to the canteen, rather than path all the way there, again giving a performance boost.

Again, I just don't see any downside. Suppose that the feature is added. You aren't required to use it, so what is the problem?

xander
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Postby Xoligy » Tue Jul 02, 2013 4:45 am

xander wrote:
Xoligy wrote:@xander - not suggesting anything be removed. Op is suggesting walking lines which is someting im not a fan of, specially when it comes to creating a huge prison.

The point was not that anyone was suggesting that anything be removed, but that features which you do not like don't need to get used. The rest of us can use them, and you can continue to have a grass-and-concrete hellhole. Personally, I can see how the addition of lines of travel might help the performance of the game, as it would give certain grid cells low transit costs, which might hint to the path-finding algorithm and speed things up. Alternatively, a prisoner who wants to get to the canteen need only find a marked route to the canteen, rather than path all the way there, again giving a performance boost.

Again, I just don't see any downside. Suppose that the feature is added. You aren't required to use it, so what is the problem?

xander


Adding more to the screen would add a performace boost? ()looks at his 9fps and dropping) I wish, ive already pointed out the downsides of this including more time required to get to areas meaning not all prisoners would get there needs sorted but, i'll drop it. As for my concrete and grass hell hole as you put it, isn't that how prisons are made? Well the serious ones anyway because its harder to make tools and weapons out of stuff like tiles and woodenflooring? :roll:

I admit some people just want to make "pretty" prisons and end up hacking money me on the other hand am going for high population, working prison starting from nothing and building it up. So i take your comment of a "hell hole" as a compleent it would mean you would not enjoy the stay which is how a prison should be! :lol:
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Postby lunaticneko » Tue Jul 02, 2013 8:50 am

The lines impose authority on the prisoners, which is how I want MY prison to be. Plus, we have security cameras watching you everywhere. EVERYWHERE. HAHAHA! Our PA system can address individual prisoners, insulting each and every of them (and their mothers) every day before they go to slave themselves in (my rendition of) the Hell's Kitchen. Plus, I mean for them to make a simple inference, that for every step they walk on the lines, that's how their lives are: on the line.

It might facilitate with resource sharing between each wing, and things like that. No more "but I want to go to Block A Canteen!" crap.
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Postby xander » Tue Jul 02, 2013 4:07 pm

Xoligy wrote:Adding more to the screen would add a performace boost? ()looks at his 9fps and dropping)

I didn't say that it would, I said that it could, depending on the implementation. If the paths are rigidly enforced, then the path-finding becomes much easier. Paths provide very low cost routes between nodes that might be quite a long way apart. To see why this might be helpful, you might look into Djikstra's algorithm and the A* algorithm. Providing low cost edges to connect distant nodes can do nothing but help. Even with less rigidly enforced adherence to demarcated paths, the path-finding might be more efficient, as destinations might be found faster.

So, yes, "Adding more to the screen [could] add a performace [sic] boost."

Xoligy wrote:I wish, ive already pointed out the downsides of this including more time required to get to areas meaning not all prisoners would get there needs sorted but, i'll drop it.

This is a non-issue. Prisoners not getting their needs met is a gameplay problem, which can be solved by the player. If you find the enforced paths to be useless, then don't use them, and you can keep running your prison as you do now. On the other hand, a well designed set of paths with efficient routes from one place to another might get prisoners where they need to go faster. Since no such tiles exist at the moment, it is really hard to say. But, again, were such a feature implemented, I don't see how it does any harm to your game if you simply choose not to use it. You have addressed why you don't like the idea, but have not addressed why the idea would not work.

Xoligy wrote:As for my concrete and grass hell hole as you put it, isn't that how prisons are made? Well the serious ones anyway because its harder to make tools and weapons out of stuff like tiles and woodenflooring? :roll:

Not all prisons are US maximum security prisons. Not every player of Prison Architect wants to build a US maximum security prison. Clearly, that is how you want to play the game. Great. What is your point?

Xoligy wrote:I admit some people just want to make "pretty" prisons and end up hacking money me on the other hand am going for high population, working prison starting from nothing and building it up. So i take your comment of a "hell hole" as a compleent it would mean you would not enjoy the stay which is how a prison should be! :lol:

And now you are off on an entirely different tangent. We can discuss the merits of imprisonment and the treatment of prisoners, if you like. I suspect that we would disagree quite a lot. However, that is not the point of this thread.

On the other hand, since punishing prisoners seems to be so important to you, they why are you against this suggestion? Which is more punishing: allowing prisoners to choose their own route from point A to point B, or dictating that route to them? Your own arguments contradict themselves!

xander

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