prisoners as staff

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nemuro
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prisoners as staff

Postby nemuro » Mon Oct 29, 2012 12:46 pm

Have you ever thought of having prisoners as staff? so that you would have well behaving prisoners as cooks, janitors and other jobs?
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Saranis
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Postby Saranis » Mon Oct 29, 2012 3:04 pm

Might be cool to be able to set prisoners for a work detail, such as gardening or janitor. I wouldn't trust them as they are NOW to work in the kitchens or any other place that they can acquire sharp pointy things.
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Postby xander » Mon Oct 29, 2012 3:44 pm

I like the possible implications for a tech tree. For instance, instead of unlocking janitors and gardeners, perhaps the Foreman could unlock department heads (Groundskeeping, Maintenance, Janitorial, Kitchen, &c.)? With a head groundskeeper, one could then hire gardeners, plant flowers (in addition to trees and grass), and "hire" prisoners to work the grounds. Kitchen staff could unlock higher quality food and prisoner sous chefs.

To be honest, the tech tree seems rather sparse at the moment, and I would love to see more stuff in there. ;)

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Postby DrTall » Mon Oct 29, 2012 4:58 pm

I've been hoping this is the intended purpose for the Workshop which just isn't implemented yet?
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Postby CarlW21 » Mon Oct 29, 2012 6:00 pm

Saranis wrote:Might be cool to be able to set prisoners for a work detail, such as gardening or janitor. I wouldn't trust them as they are NOW to work in the kitchens or any other place that they can acquire sharp pointy things.


But to make it like a real life sim you would have to let them work in kitchens and stuff. (Prison Trustees I believe).

Always gotta have the old timer running the library :P
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Saranis
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Postby Saranis » Mon Oct 29, 2012 8:17 pm

CarlW21 wrote:
Saranis wrote:Might be cool to be able to set prisoners for a work detail, such as gardening or janitor. I wouldn't trust them as they are NOW to work in the kitchens or any other place that they can acquire sharp pointy things.


But to make it like a real life sim you would have to let them work in kitchens and stuff. (Prison Trustees I believe).

Always gotta have the old timer running the library :P


Until they add multiple levels, this game will never be like a real life sim to me.
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Postby ronanc » Mon Oct 29, 2012 8:23 pm

Saranis wrote:Until they add multiple levels, this game will never be like a real life sim to me.


The goal isn't realism. IV proved this today with the tunneling demo in the Eurogamer dev session video. They're not remotely realistic but add a lot of depth to the game. I'm not sure I can say the same about multiple levels.
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Saranis
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Postby Saranis » Mon Oct 29, 2012 11:09 pm

ronanc wrote:
Saranis wrote:Until they add multiple levels, this game will never be like a real life sim to me.


The goal isn't realism. IV proved this today with the tunneling demo in the Eurogamer dev session video. They're not remotely realistic but add a lot of depth to the game. I'm not sure I can say the same about multiple levels.


Depth doesn't add depth...? Okay, really bad pun, but it still holds true, more levels equals more room, equals more complex prisons and thus longer games. Maybe people don't want complex prisons or long games, thats fine. Make the story missions all completable with objects that can be met on a small single floor. Heck, you can even make it as part of the story where you have been promoted from handling single story prisons to 2 story prisons.

I'm not saying there aren't other ideas that add depth, I've already said this one was a good idea. I just pointed out that they aren't trying to be realistic, they are trying to be gritty. There is a BIG difference.
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Postby Aznsteel » Mon Oct 29, 2012 11:17 pm

Umm i think they are planning to have working prisoner as they said they wanted prisoners to wash laundry and thats where contraband gets past around (source Eurogaming)
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ronanc
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Postby ronanc » Mon Oct 29, 2012 11:22 pm

more levels equals more room, equals more complex prisons and thus longer games.


Bigger maps do the same thing with none of the drawbacks of multiple levels. Also, longer games != better games.
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Postby frasercarter » Mon Oct 29, 2012 11:38 pm

3 Levels is definitely needed, or at least just 2

Having a basement could allow a player to have fast response walkways under their prison from a security rooms, or access walkways for staff and deliveries.

having 2 levels above ground would be good to stack cell blocks ie

http://www.bipolartoday.com/wp-content/ ... -cells.jpg
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Postby koshensky » Mon Oct 29, 2012 11:46 pm

Before this thread gets hijacked any further to discuss something that already has several threads and multiple pages dedicated to it, I agree that prisoners as staff would be good, hopefully something will be brought in within the next few alpha updates so we can see what they're supposed to be able to do.
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Saranis
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Postby Saranis » Tue Oct 30, 2012 9:16 pm

ronanc wrote:
more levels equals more room, equals more complex prisons and thus longer games.


Bigger maps do the same thing with none of the drawbacks of multiple levels. Also, longer games != better games.


Completely disagree that bigger maps do the same thing. bigger maps means NPCs have to travel longer distances compared to having rooms stacked on each other with stairwells leading from floor to floor. I'm interested in knowing what drawbacks extra floors have. We've already got multiple layers with the utility layer under (or over if thats how you choose to think of it) the main floor. Because of this layer system already in place, it wouldn't require a ton of extra work from the developers to add more floors.

Never said longer games equaled better games, but the longer the game does go on in PA, the more prisoners you are going to have and the more chaotic the game becomes. Right now the game is way too easy unless you go out of your way to anger the prisoners.

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