What would you like to see in alpha 10?

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TheEisbaer
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Postby TheEisbaer » Thu May 02, 2013 8:33 pm

Electric Fences?

EDIT:
and working Morgue ^^
Last edited by TheEisbaer on Fri May 03, 2013 1:34 pm, edited 1 time in total.
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acegamer08
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Postby acegamer08 » Thu May 02, 2013 9:00 pm

TheEisbaer wrote:Electric Fences?


great idea, no more escapes (a lot more deaths though)
Xydonus
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Re: Optimization

Postby Xydonus » Fri May 03, 2013 1:24 am

acegamer08 wrote:
Xydonus wrote:Optimization done to increase performance, particularly for large prisons. Whenever I start cloning cells, (10 at a time) I get gradual performance lag and then audio glitches, forcing a reload to be needed.


i must be misreading this,...you can clone 10 cells at a time???

i thought you could only clone a 6x6 area at a time.

being able to clone more than that would be nice.


Haha! Ooops, I mean I clone 1 cell, putting 10 of them down - Wait for them to be built, then put another 10 down, and experience horrible lag and audio glitching out.
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Ric666
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Re: Optimization

Postby Ric666 » Fri May 03, 2013 2:40 am

Xydonus wrote:Haha! Ooops, I mean I clone 1 cell, putting 10 of them down - Wait for them to be built, then put another 10 down, and experience horrible lag and audio glitching out.


That audio glitching makes my ears bleed!!
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Postby VillaBoy87 » Fri May 03, 2013 9:22 am

A better Justice and Reward system

a dude just killed a guy in my prison, it didnt get put on his rap sheet, his sentence wasnt extended and all he got was a 30 min lockdown, ill have to serve my own justice in the meantime and lock him in his cell for a week or 2
TheEisbaer
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Postby TheEisbaer » Fri May 03, 2013 1:33 pm

acegamer08 wrote:
TheEisbaer wrote:Electric Fences?


great idea, no more escapes (a lot more deaths though)


But if the morgue thingy would work the dead people wouldn't be a major problem
daniele01
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Postby daniele01 » Sat May 04, 2013 8:13 am

acegamer08 wrote:
if its at all possible increase the size of the total prison area, "large" just isnt big enough. (in my opinion) - i would like to see xtra large (at least double the size of large)



I agree as more features come out (more rooms etc) we need more space large is too small
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Namro
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Postby Namro » Sat May 04, 2013 11:49 am

daniele01 wrote:
acegamer08 wrote:
if its at all possible increase the size of the total prison area, "large" just isnt big enough. (in my opinion) - i would like to see xtra large (at least double the size of large)



I agree as more features come out (more rooms etc) we need more space large is too small


Are you crazy? o.O I can't run prisons larger than 100 prisoners because of lag issues!
qwertaz899
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Postby qwertaz899 » Sat May 04, 2013 12:31 pm

A cheat/freebuild mode would be nice. So you could build cool-looking prisons you can share with friends or just keep for urself
daniele01
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Postby daniele01 » Sat May 04, 2013 3:52 pm

qwertaz899 wrote:A cheat/freebuild mode would be nice. So you could build cool-looking prisons you can share with friends or just keep for urself



The community voted on this and said they'd rather new features
purple_pixie
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Postby purple_pixie » Sat May 04, 2013 9:33 pm

qwertaz899 wrote:A cheat/freebuild mode would be nice. So you could build cool-looking prisons you can share with friends or just keep for urself

Open your Prison Architect folder

Create a new directory inside it called "data"
Inside that, create a new text file, and put this in it:

Code: Select all

function CreateGrants()
   Objective.CreateGrant("Grant_Cheats", 99999999, 0 )
end

Name that file "grants.lua" and fire up PA.

Magic.
Sir Crackory
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Postby Sir Crackory » Sun May 05, 2013 4:42 pm

Multiple regimes
--------------------
- Start: based on security level of prisoner
- Optimal: per designated cellblocks
* Make sure different security lvl prisoners mingle don't mingle and still be able to let them work on the same workshop (wich in my case will be working 24hr each day in stead of 12hrs ;))

Deployment
--------------
-Deploy custom cellblocks
-Kitchen/Canteen/cooks: Designate a serving table/canteen to a kitchen and a cook to a kitchen.
*I want to setup more and smaller canteens but the cooks and food arent allocated correctly among multiple kitchens and canteens
-Individual prisoner character job deployment
-More jobs especially to make money (and balance them out so its not too easy to make money)

Free-time needs
-------------------
-Multiple ways to spend free time (books, pool, tv, exercise and new stuff like table football, videogames, swimming pool etc. )and every prisoner have a 'random' preset of likes at what lvl each activity will fight boredom.
-Individual likes only get available to look into after an individual visit/check at the psychology office, wich will need a new type of bench :P

Possible features for next alphas:
----------------------------------------------------
- Individual prisoner character development (get better a specific job, get lesser agressive by individual counseling etc)
- Each prisoner has a different talent preset, what job they can do and how good they can get.
- Human rescourse officer to get insight in the talents of each prisoner.
- Gangs
- Different possible schemes to escape (slapping a guard uncounsious and disguise as a guard, dig tunnels, fake a riot to destroy a fence in a blind spot etc.)
- Ways to get insight in escaping shemes and prevent them.
- Prisoner black market (sigs,drugs....etc. and ways to reflect a prisoner getting wealthier (crates or other stuff appearing into cells) wich can be investigated)
- Guards have different shifts so you can let them go on patrol based on the shifts.
- Guards have shifts of 12hr. max and will leave the prison after each shift and arrive at each shift (wich makes a prisoner disguising escape scheme extra fun)

I dont know how many of the above are allready on the roadmap but my attention span stops me from reading all the anouncements and such in the forum, I'll give it another shot the next time i check up here, i rather go back into the game ;)
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Postby Kentonio » Tue May 07, 2013 6:26 am

But if the morgue thingy would work the dead people wouldn't be a major problem[/quote]

It would be nice if too many dead people in your prison had potentially severe consequences (state investigation/fines etc).
TheMrBull
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Postby TheMrBull » Sun May 12, 2013 9:52 pm

Body Management
Simply disposing the body isn't good enough, something more complex would be suffice. I.E a special service group coming into the prison to take the body away to their place of business to prep the body for the funeral. Or something more basic and the recently deceased's loved ones coming to the prison morgue to pay their last respects before one of the staff members "escort" the body off the premises.

Also on the same note of body management, maybe one of the doctors can "inspect" the dead body performing an autopsy when instructed. To determine the cause of death, as I've had gardeners die without me even being aware of it, and maybe even open up the possibility of an investigation.

Staff Traits
Simple and highly suggested by other posters. Such as traits for guards. Strong, harder to injure and deals more damage; weak, deals little damage and easily injured; crooked, more willing to take bribes and/or abuse prisoners with his authority; loyal, harder to bribe (maybe to the extent of impossible? **See next suggestion**) and loyal to the prison warden; coward, will more likely to flee or not intervene in incidents with staff or prisoners; brave, will fight to the very end and not stand-by when prisoners or guards are being bullied by any of the former; athletic, slow-paced guards; podgy, fast-paced guards; elder, older members of staff are usually slower and are less effective at their duties; diligent, more willing to perform tasks or do their duty more effectively.

This'll bring up a Theme Hospital-like hiring system instead of simply clicking on the staff section and choosing the desired member. A higher level of choice, wages would also be a factor. Are you willing to hire the lazy, cowardice of a guard just because his wages are half of an ordinary guard; or are you willing to splash out on a superior guard who is strong and diligent.

Staff Traits: levels
Another level of the suggestion, having levels on traits. Such as level 1, 2, 3 or higher. The higher the level the more effective the trait is, depending on how you run the prison these traits can improve, remain intact or decline.

Ranks
If guards get identities of their own, maybe being able to promote guards who have recently acted courageous or have been a long time member of staff. The higher the level of promotion, the more influence he has over other guards. Being able to increase other guard's performance when they're in his presence in an effort to "show off" to him. Maybe even promoting a guard to head of sections, if players no longer wish to micromanage guards, giving a highly ranked guard member his own section to run with a budget and an allocation of guards of his own (or maybe he's allowed to hire people himself). This'll remove all need to manage the area he has been given, however depending on his traits this could run with perfect precision or poor performance; leading to you to either discipline them, demote them or fire them and replace him.
Great Magical Hat
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Postby Great Magical Hat » Mon May 13, 2013 1:29 am

TheMrBull wrote:Staff Traits
Simple and highly suggested by other posters. Such as traits for guards.


Though it has indeed been suggested by many, I have always disliked the customization of individual guards. And just now I realized why.

Currently the game has this nice simplicity, in which the only the number of guards is a variable. This simplicity is reflected in the interface of the deployment screen. Basically, you don't have to control who does what job, you just control that the job gets done and then the game assigns someone to it.

If you allow changing different guards, you wouldn't just need a new interface for this, you'd have to throw aboard the whole simplicity. No longer can you just care about the job getting done, you also have to micro-manage who does what. IF you allow leveling and the player actively customizing his guards, this problem gets worse and he is now supposed to not just care about the prison, but about his staff as well.

I think the current system, in which the game really knows what it is about and doesn't try to distract you from that is much better than what people have suggested on this matter. And that's why I'm against guard customization.

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