[Idea] Guard Passive state controlls

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Linkor
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[Idea] Guard Passive state controlls

Postby Linkor » Mon Oct 29, 2012 10:28 pm

Hi.

In the latst blog post Chris talked about not being sure about how mutch you should be able to controll the guards. I've got a suggestion for this. Keep in mind that this is ofcourse not a finnished concept without change possible, but rather a framework which I think seems quite fun, so feel free to chime in with your thoughts.

Passive state controlls:
Each guard has to be choosen to have one single state. The state of a guard determines what he does and how he reacts to events (see below). You may at any time change the state, but when you do the guard will have to reequip at the storage (so you wont choose everyone as trouble controll when there is a riot without thinking first)(probably quite free of charge)
State sugestions:
*Guard (default)
*Trouble Controll
*Security
*Investigator (? To investigate murders??)
etc.

Guard: is what most guards should do today, walk around make the prisoners feel secure, help prisoners out of cells once the door mechanism is implemented, lead prisoners into the prison. Attack rioting prisoners in their sector.
Trouble controll: Active guard which isn't sector bound. Equiped with more lethal weapon he directly runs to any rioting situation, and hangs around big gathering of prisoners (like showers and diners) when they gather.
Security: Search prisoners at random. Manning the metal detectors and makes sure that when it beeps, they see who it beeps for. Looks in the CCCV cameras and search the prisoners they see flick their knives in its vision. (This may also make use of anew rooms , security room. with monitors for the cameras).
Investigator: Investigates the murders s othey may be resolved and hence the boddy burried.


I'm new to the forums, but In my quick search I didn't find this suggestion before, Hope you like it.
//Ove
Conorec
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Postby Conorec » Mon Oct 29, 2012 10:53 pm

Great idea, your trouble control guards is what I imagined riot guards would be like when implemented into the game. I think the investigators would be amazing but how much input would they need from you?. I also think that the idea of security, also helps bring the security room into the game. Possibly an add-on to security guards would be dog handlers (idea posted on multiple other forums) sniffing for knives keys and drugs, if implemented.
Overall love the idea!!!!
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ElectricGlow
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Postby ElectricGlow » Mon Oct 29, 2012 11:07 pm

Very nice. +1
Ekul
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Postby Ekul » Mon Oct 29, 2012 11:48 pm

great ideas +2
Linkor
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Postby Linkor » Tue Oct 30, 2012 7:51 am

First of all, thank you guys for the support.
Conorec wrote:Great idea, your trouble control guards is what I imagined riot guards would be like when implemented into the game. I think the investigators would be amazing but how much input would they need from you?. I also think that the idea of security, also helps bring the security room into the game. Possibly an add-on to security guards would be dog handlers (idea posted on multiple other forums) sniffing for knives keys and drugs, if implemented.
Overall love the idea!!!!

The overall reason behind this idea is that as an architect you shouldn't really have direct controll, hence you get this indirect controll which becomes quite mutch a part of the design of the prison.

The trouble control guards are like riot guards in a sense. But the difference is first of all the price, you probably wont have 4 riot guards out cirkling the prison, untill far far into the game when you can afford them while these guards are still quite cheap. Secound the effectiveness; the riot guards shoult be hard to damage and capture prisoners quite easily, while the trouble controll guards get damaged as easily as other guards and use mutch force when trying to neutralize prisoners. Also I think the idea of prisoners who take controll of a sector is greate (mentioned in the blog post), and in this case You'd only be able to RTS controlll riot guards to do a counter attack. So I think there is room for both.

The investigators should recieve as little input as possible. Also they probably should need a desk and a drawer. Possibly Inside the security room, together with camera monitors and lockers where the guards can change?

Notice though that it is the principle which I'm really trying to bring forward here, the exact details about which kind of guards is something very changeable, and may become more specific once more other features of the game are revealed.

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