What are you hoping for alpha 13?
Moderator: NBJeff
-
- level1
- Posts: 16
- Joined: Sun Jun 30, 2013 8:31 pm
-
- level2
- Posts: 105
- Joined: Fri Aug 20, 2010 3:42 am
Sorenson wrote:Maybe start age tracking and the like from when a prisoner first enters to when they leave? You could also have things like prisoners croaking of old age if they entered in their 50s, maybe even some out-and-out life imprisonment.
This, I recently come across a prisoner sentenced to 152 years; I don't expect him to walk out of my prison!
I'd like to see a few more options on the deployment screen. The ability to make an area off limits to staff and/or visitors for instance. There are some rooms I'd like to make no go areas for my prisoners, but only at specific times.
-
- level1
- Posts: 16
- Joined: Wed Jul 31, 2013 9:49 pm
support for segregated prisons sections
assigning prisoners to set cells
saying what rooms can be use by people in that cell,
i.e cells 1 through 5 use shower block 1
cells 6 through 10 use shower block 2
multiple regime and ability to assign a prisoners (or better the whatever prisoner is in a set cell) to a set regime
i.e cells 1 through 4 are on shift "1" and work at the workshop 6 to 2,
cells 5 through 7 are on shift "2" and work at the workshop 2 to 10
cells 6 through 10 are on shift "3" and work at the workshop 10 to 6
guard dogs patrolling the perimeter sound cool as well set to attack anything that walk in a set area that does not look like a guard(and let prisoners be able to steam guards uniforms)
actual thats should be a way that they try to escape stealing a guard's uniform and just walking out the front door
assigning prisoners to set cells
saying what rooms can be use by people in that cell,
i.e cells 1 through 5 use shower block 1
cells 6 through 10 use shower block 2
multiple regime and ability to assign a prisoners (or better the whatever prisoner is in a set cell) to a set regime
i.e cells 1 through 4 are on shift "1" and work at the workshop 6 to 2,
cells 5 through 7 are on shift "2" and work at the workshop 2 to 10
cells 6 through 10 are on shift "3" and work at the workshop 10 to 6
guard dogs patrolling the perimeter sound cool as well set to attack anything that walk in a set area that does not look like a guard(and let prisoners be able to steam guards uniforms)
actual thats should be a way that they try to escape stealing a guard's uniform and just walking out the front door
multi threading support, lethal weapon like m4 carabine, non lethal weapons like teasers, sniper, ganga, escape attempt, yard with sport activity like basket, a better patrol assignement for checking cctv monitors: I have 8 cctv monitors with 2 guards: sometimes both watch only 4 monitors ignoring the other 4.
-
- level0
- Posts: 2
- Joined: Thu Aug 08, 2013 12:32 pm
A 3rd, faster, speed setting, better pathing and optimizations.
Higher risk prisoners give more money and lower risk prisoners give less.
Guard dogs, that can sniff out smelly contraband from nearby prisoners. Can be deployed on patrols.
Further grants would also be nice. Say "Cell Block B: Increase prison capacity to 30" or "Productivity: Make at least $3000 profit from license plates" or other simple ones.
It would give some nice direction and extra money.
Ability to assign visiting hours in the regime when families can visit. It's annoying when families visit in the middle of working hours.
Letting workers do all the delivering. It would be nice if workers took care of delivering ingredients and sheet metal.
Higher risk prisoners give more money and lower risk prisoners give less.
Guard dogs, that can sniff out smelly contraband from nearby prisoners. Can be deployed on patrols.
Further grants would also be nice. Say "Cell Block B: Increase prison capacity to 30" or "Productivity: Make at least $3000 profit from license plates" or other simple ones.
It would give some nice direction and extra money.
Ability to assign visiting hours in the regime when families can visit. It's annoying when families visit in the middle of working hours.
Letting workers do all the delivering. It would be nice if workers took care of delivering ingredients and sheet metal.
M11xStryker wrote:A 3rd, faster, speed setting, better pathing and optimizations.
Higher risk prisoners give more money and lower risk prisoners give less.
Guard dogs, that can sniff out smelly contraband from nearby prisoners. Can be deployed on patrols.
Further grants would also be nice. Say "Cell Block B: Increase prison capacity to 30" or "Productivity: Make at least $3000 profit from license plates" or other simple ones.
It would give some nice direction and extra money.
Ability to assign visiting hours in the regime when families can visit. It's annoying when families visit in the middle of working hours.
Letting workers do all the delivering. It would be nice if workers took care of delivering ingredients and sheet metal.
+1
-
- level0
- Posts: 5
- Joined: Wed Aug 07, 2013 1:20 pm
I really hope they will divide the ''objects'' button into ''objects'' and ''decorations'' so it'll make it easier to find objects in particular. It would be nice if they could group particular objects that goes in the same type of room next to each others so it becomes easier to find what you're looking for.
A faster time button would also be a nice addition.
A faster time button would also be a nice addition.
-
- level2
- Posts: 205
- Joined: Sat Jun 01, 2013 12:36 pm
As mentioned before, they said they would continue on contraband. I personally hope this includes uses of contraband, like prisoners smoking in the yard, drilling a hole in their wall, using a hammer to break down a door, not eating because a shakedown took the drugs and they are now in withdrawal..
- paktsardines
- level5
- Posts: 1752
- Joined: Mon Oct 01, 2012 11:10 am
- Location: Australia
-
- level2
- Posts: 205
- Joined: Sat Jun 01, 2013 12:36 pm
Who is online
Users browsing this forum: No registered users and 5 guests