I love the new escapee model, but don't you think it was a bad idea to give each inmate a copy of the blueprints when they came in? :) It might be a PITA to keep track of this, but maybe their knowledge of where to dig should be tempered by what they have actually seen. Maybe they don't know there are pipes running under this building they've never been in or that some area they haven't been in might have easier walls under which to tunnel?
Just my thoughts. Can't wait to play A13 when I get home.
Wow, these escapees certainly know a lot about the prison!
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Actually their 'intelligence' doesn't necessarily come from exact knowledge of the prison layout. They just dig their was out of their building, then advance on the shortest possible route towards the fences, change their direction once they run into a wall, and use pipes if they happen to run into some - isn't it the case? That makes sense for me.
It might work like this: The game generates a dig map without assuming the prisoners have knowledge of the pipes, then it finetunes that dig map taking into consideration that while prisoners dig along the default dig directions, they run into pipes, which provide easier escape, thus it's logical for them to turn that way instead.
It might work like this: The game generates a dig map without assuming the prisoners have knowledge of the pipes, then it finetunes that dig map taking into consideration that while prisoners dig along the default dig directions, they run into pipes, which provide easier escape, thus it's logical for them to turn that way instead.
I havent played the new alpha yet, but the escaping prisoners sounds so awesome
First thing that pops into my mind is, not everyone can be so inteligent to know exactly when hes out, there should be some kind of % number from escapees that fails on theyr digging and pops theyr head outside of theyr hole (now the escapee doesnt need to come out from the hole, but leaving a hole texture on the ground)..
If you would see the hole then you could prevent the escape, but you would need to find the escapees cell, or you could "search" the hole.
To make it more interesting the escaping prisoner would get some kind of buff to dig harder (because obviously hole in the ground is not invisible..)
Just my idea on the subject
First thing that pops into my mind is, not everyone can be so inteligent to know exactly when hes out, there should be some kind of % number from escapees that fails on theyr digging and pops theyr head outside of theyr hole (now the escapee doesnt need to come out from the hole, but leaving a hole texture on the ground)..
If you would see the hole then you could prevent the escape, but you would need to find the escapees cell, or you could "search" the hole.
To make it more interesting the escaping prisoner would get some kind of buff to dig harder (because obviously hole in the ground is not invisible..)
Just my idea on the subject
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Inkku wrote:I havent played the new alpha yet, but the escaping prisoners sounds so awesome
First thing that pops into my mind is, not everyone can be so inteligent to know exactly when hes out, there should be some kind of % number from escapees that fails on theyr digging and pops theyr head outside of theyr hole (now the escapee doesnt need to come out from the hole, but leaving a hole texture on the ground)..
If you would see the hole then you could prevent the escape, but you would need to find the escapees cell, or you could "search" the hole.
To make it more interesting the escaping prisoner would get some kind of buff to dig harder (because obviously hole in the ground is not invisible..)
Just my idea on the subject
heh I'd love to see failed escape attempts, they should definitely add this, its really in keeping with the bullfrog style.
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Novbert wrote:Actually their 'intelligence' doesn't necessarily come from exact knowledge of the prison layout. They just dig their was out of their building, then advance on the shortest possible route towards the fences, change their direction once they run into a wall, and use pipes if they happen to run into some - isn't it the case? That makes sense for me.
It might work like this: The game generates a dig map without assuming the prisoners have knowledge of the pipes, then it finetunes that dig map taking into consideration that while prisoners dig along the default dig directions, they run into pipes, which provide easier escape, thus it's logical for them to turn that way instead.
No, the digmap has knowledge of every wall, pipe, other tunnel, and so on. It probably works similar to potential field pathfinding.
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