Suggestion: New Object: Front Gates

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christopher1006
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Postby christopher1006 » Mon Dec 31, 2012 7:05 pm

The problem with prisoners not being able to go through normal doors with even their bare fists is that all you have to do is surround the prison with fencing and set permissions to none and you've officially defeated the purpose of everything in the game.
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111none
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Postby 111none » Mon Dec 31, 2012 9:29 pm

NathanChambers wrote:That would be awesome, at the moment my guards and workers seem to take the LONG way round to the delivery section. Sigh, I suppose this is alpha.

well...that issue may never be solved..... i hate some AI's, i call them AS as artificial stupid.
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christopher1006
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Postby christopher1006 » Tue Jan 01, 2013 4:19 pm

Pathfinding will get solved eventually, problably at earliest would be in beta, as the AI are a major component of the game.
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Sporegen
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Postby Sporegen » Fri May 03, 2013 11:42 pm

The door could be very strong, but requires power to operate (ex. if it's closed and there's a power outage, it won't open)
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Postby fat_wilf » Tue May 07, 2013 9:38 am

@Neddleson

Try using a solitary cell door as the entrance to your prison.

I've never seen a prisoner bust his way through one before.
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Ric666
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Postby Ric666 » Tue May 07, 2013 12:03 pm

+1 to concentration camp architect.

I'm too nice a warden currently.
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Postby AegisPrime » Tue May 07, 2013 7:24 pm

A POW camp sound like a really cool mod actually - Prison Architect: The Great Escape

Having non-violent prisoners all collaborating in an escape attempt (making stuff they need in the workshops, distracting guards, forging documents etc. etc.) would be *awesome*

Do it!!
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Postby m_koch » Thu May 09, 2013 1:39 pm

I think a front gate is a great idea.
I have a couple of staff doors in my fence right next to the delivery area. Right now the guards bring in the new prisoners through these and escort them through the kitchen and canteen all the way to the holding cell which i built on the left side of the map.

It would be great to able to set different routes for different staff, like patrols work now.

- Route "escort new prisoners"
- Route "cook picks up deliveries / dumps garbage" (same for the workers)
- Route "visitors"

Plus the ability to define staff doors as "visitors only" for example, which means a guard needs to come and escort the visitors inside. The rest of the staff will ignore this door. Other doors could be "cooks/workers only". This would clean up a lot of chaos i think :)
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Ric666
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Postby Ric666 » Thu May 09, 2013 3:14 pm

AegisPrime wrote:A POW camp sound like a really cool mod actually - Prison Architect: The Great Escape

Having non-violent prisoners all collaborating in an escape attempt (making stuff they need in the workshops, distracting guards, forging documents etc. etc.) would be *awesome*

Do it!!


ESCAPE?! I want to build/run it..lol!
dirtymagic29
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Postby dirtymagic29 » Fri Jun 14, 2013 5:13 am

m_koch wrote:I think a front gate is a great idea.
I have a couple of staff doors in my fence right next to the delivery area. Right now the guards bring in the new prisoners through these and escort them through the kitchen and canteen all the way to the holding cell which i built on the left side of the map.

It would be great to able to set different routes for different staff, like patrols work now.

- Route "escort new prisoners"
- Route "cook picks up deliveries / dumps garbage" (same for the workers)
- Route "visitors"

Plus the ability to define staff doors as "visitors only" for example, which means a guard needs to come and escort the visitors inside. The rest of the staff will ignore this door. Other doors could be "cooks/workers only". This would clean up a lot of chaos i think :)


Setting specific routes for prisoners/ workers and visitors might be overkill (which is saying a lot for a game where we have to position the warden's office furniture).

I think it would be more intuitive if "Prisoner Drop Off" and "Visitor Entry" were their own lots, and "Deliveries" were just food and building supplies. That way you can direct the incoming supplies to places that better fit your design, without have to draw lines everywhere.


BTW, I always put my warden's chair in one corner, and his desk in another (in facing the wall). I like to think my Feng Shui is causing him to constantly pace.
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Postby thestalkinghead » Sun Jun 16, 2013 8:58 am

we definitely need a entrance door, it should be stronger and have the ability (maybe a tick box option) for staff to open it
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Postby christhekiller » Sun Jun 16, 2013 10:31 am

Another way would be that Guards don't escort prisoners through "Staff Only" areas. I don't know about the rest of you but I have two doors exiting out of my prison. One through the Storage and the Main (Guarded) entrance. I constantly have family going through the Storage area which annoys me because a guard has to move to open the Staff Only doors for them instead of the Guard at the entrance doing it.

So if only staff would pathfind through staff only areas and guards wouldn't pathfind through a Staff Only area when they're escorting prisoners I think it might fix most of the issies
thestalkinghead
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Postby thestalkinghead » Sun Jun 16, 2013 3:02 pm

i always have a double door small corridor area (staff only) at the entrance for security and to let staff in but a more secure door would be good
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Postby LadyofHats » Fri Jun 21, 2013 2:55 am

what about an option for each door marking who can or should, or shouldnt pass it. so that it will open automatically for certain people but not for others.. maybe you could unlock it after getting the security room
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Postby xander » Fri Jun 21, 2013 5:12 pm

LadyofHats wrote:what about an option for each door marking who can or should, or shouldnt pass it. so that it will open automatically for certain people but not for others.. maybe you could unlock it after getting the security room

Probably owing in large part to its descent from Subversion, Prison Architect takes a kind of systems-level approach to things. Locked doors open because there is a key. Prisoners can potentially steal the key, and escape. This makes sense both from a gameplay perspective (there is a balance between easy movement for staff and easy movement for prisoners) and from a systems-level point of view (doors have keys). Can you explain how automatically opening doors work in light of both of these concerns?

xander

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