[Suggestion] Psych Ward (building on past suggestions)

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lugaru
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[Suggestion] Psych Ward (building on past suggestions)

Postby lugaru » Thu Oct 03, 2013 7:42 pm

Short version:

- 1 new uniform color for mental patients.
- 1 new deployment area (for the mental patients)
- 1 new category for daily intake (mental patient)
- 1 new object ‘medicine window’ where doctors distribute meds
- 5 diagnosable mental traits which show up on most mental patients and sometimes on low, medium and high security prisoners alike. This means some mental patients are sane, and a low secuirty prisoner could be a serial killer.
- 1 new activity for the psychologist to perform (analysis)


Long version:

So I wanted to make a suggestion for a new prisoner type. Basically it would create one new uniform color and also the ability to designate a wing of your prison to these prisoners. What makes them special? Either they ARE crazy, or you have marked them as crazy for your own reasons. Also you could add “mental patients” to your daily intake. Mental Patients are usually undiagnosed and are also sometimes completely sane. :shock:

These prisoners also make regular trips to the ‘medication window’ which is kind of like a service table that is re-stocked by your doctors. When a prisoner takes their meds, it applies the ‘suppressed’ status for a few hours, keeping them out of trouble.

This status takes an hour to kick in, and prisoners might use this time to instead hide their meds (in their cell or showers) or if they come in close proximity to a prisoner with contraband (luxuries, weapons, tools) they will likely trade them. A good way to tell they are trading medication for contraband is that some of your random prisoners (especially ones that work in the machine room) are suppressed. Also dogs can detect meds if a prisoner does not take them.

Also these prisoners will make occasional (every few days) visits to the psychologist using the existing visitation room (or maybe his office), and the psychologist has a small chance to reveal a mental trait. More psychologists on staff allow for more frequent visitations for more prisoners. There is no other way to diagnose a mental trait; even if you are 99% sure a prisoner has one. A regular prisoner who displays terrible behavior can have his uniform changed so he will start seeing the psychologist until diagnosed (and is put on meds). This visitation may also reduce certain visitation related needs and occasionally find contraband without penalty to the prisoner.

New traits:

Pyromaniac: This prisoner has a small chance of setting an object on fire when they damage it. You will probably find out once they set a fire because they are upset. This prisoner’s increased love for damaging property means that you will see a fire sooner or later if you don’t keep them well medicated and observed.

Psychotic: They are likelier to get into fights and they do a bit more damage than your average prisoner. You will notice this prisoner gets into more fistfights and often wins. Once this prisoner gets his hands on a weapon, his increased damage makes him incredibly dangerous to prisoners and guards alike, and will often act as the ‘battering ram’ of a riot.

Schizophrenic: When not suppressed this prisoner will often ignore their own needs and also the regime. Quickly accumulating unhappiness, you will find that they are constant trouble makers and also the spark that starts many riots. Think of how some prioners behaved a few patches ago, and how you could never make them happy.

Kleptomaniac: This prisoner accumulates contraband with ease (cant help it) and stashes it all over the place or trades quite often. He also has a chance of stealing contraband from another prisoner, with a chance of being discovered and triggering a fight. If your prison is full of a contraband and he is often attacked, he might be a kleptomaniac.

Manipulator (sociopath): This prisoner is kind of an excuse to add a ‘criminal genius’ but he also fills a niche. This prisoner has a chance of ‘taking’ contraband and ‘giving’ contraband, redistributing the prisons wealth. Prisoners and guards take longer to attack this prisoner, but dogs will maul him with ease if he tries to escape. His mood has a larger impact on the ‘thermometer’ than other prisoners do. Usually you will think every other prisoner is awful except for this one, until a psychologist diagnoses him and you realize he is the one enabling all the escapes, riots and other problems.

Gameplay Possibilities: This allows you to admit only ‘mental patients’ so you can run a pure mental health ward, trying to diagnose and help a segment of the population that commits crimes due to their own illness. Or on the other hand you can use medication to suppress your trouble prisoners, as part of an ‘authoritarian hellhole’ strategy. Also this could interact with the ‘electric chair’ (once implemented), severely affecting your valuation if you execute a prisoner with a diagnosed mental trait. An alternate ‘extreme’ solution would be a lobotomy with its state of permanent suppression. Lastly I think solitary confinement should have a very, very miniscule possibility of creating a mental trait, so Wardens who love giving really long periods of solitary for every infraction will eventually end up with one or two crazies.
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Re: [Suggestion] Psych Ward (building on past suggestions)

Postby knoest26 » Thu Oct 03, 2013 9:28 pm

Perfect example of a good Suggestion, +1 for the post and +1 for the idea
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Re: [Suggestion] Psych Ward (building on past suggestions)

Postby Elandryl » Thu Oct 03, 2013 9:52 pm

The ideas are very good, that's the kind of micro-management that would actually make sense.
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Re: [Suggestion] Psych Ward (building on past suggestions)

Postby Kolchak » Fri Oct 04, 2013 12:04 am

This is really good, and would be a brilliant use of re-hab programs. There could be the most challenging cases, who have indefinite sentences. They'd pay some income (not much) and be automatically exempted from work (except re-hab) - only once your psychiatrist said that the re-hab (overseen by him and medics - possibly also teachers from the education program) had worked would they be release, and the grateful state would give you a nice one off payment
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Re: [Suggestion] Psych Ward (building on past suggestions)

Postby xander » Fri Oct 04, 2013 2:03 am

snarst
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Re: [Suggestion] Psych Ward (building on past suggestions)

Postby snarst » Fri Oct 04, 2013 4:32 am

Yet another good idea for a mod but not for the base game.
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Re: [Suggestion] Psych Ward (building on past suggestions)

Postby xander » Fri Oct 04, 2013 5:58 am

snarst wrote:Yet another good idea for a mod but not for the base game.

This is the kind of functionality that cannot be built into a mod without access to the source code. So, either you can hope that IV will put it in (and provide suggestions for how it could be improved), or you can wait five or six years for them to release the source.

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Re: [Suggestion] Psych Ward (building on past suggestions)

Postby OneEyedShark » Fri Oct 04, 2013 10:05 am

For a DLC it's a good idea but for the base game i don't think so :)
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Re: [Suggestion] Psych Ward (building on past suggestions)

Postby xander » Fri Oct 04, 2013 3:51 pm

OneEyedShark wrote:For a DLC it's a good idea but for the base game i don't think so :)

I believe that the quote is "IV don't do sequels." The one sequel that IV did (Multiwinia) was (a) not really a sequel and (b) seemed really demoralizing for Chris, as he wasn't working on something new. I would bet dollars to donuts that IV never releases any DLC. Again, if it is a desired feature, we can either lobby Chris to include it now, or resign ourselves to hoping that someone else figures out how to implement it when/if the source code is released in a few years.

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Re: [Suggestion] Psych Ward (building on past suggestions)

Postby Pallemaker » Mon Oct 14, 2013 4:12 pm

Thank you for a great post!

I think your five categories of psychiatric traits fit very well into the prison caricature that PA is.

I have previously suggested implementing depression into the game (viewtopic.php?f=43&t=21213&p=540658&hilit=suicide#p540658), and I think this would fit nicely with your proposed psych ward.

Depressed prisoners would react by ignoring their own needs as well as the regime, but as opposed to the regular angry prisoner, they would do so in a passive way rather than causing mayhem. Depressed prisoners could also get treatment by talking to a psychiatrist or by getting meds, and should be a cureable condition.

I also like your idea about the minor chance of long time in solitary triggering a psychiatric trait - as all ways of running the prison should have pros and cons. Depression could be another penalty for wardens running hellholes as long time in solitary causes a risk of depression which causes a risk of suicide.



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Re: [Suggestion] Psych Ward (building on past suggestions)

Postby paktsardines » Wed Oct 16, 2013 7:30 am

- 1 new uniform color for mental patients.

Already suggested.
- 1 new deployment area (for the mental patients)

Already suggested.
- 1 new category for daily intake (mental patient)

Already suggested.
- 1 new object ‘medicine window’ where doctors distribute meds

Already suggested.
- 5 diagnosable mental traits which show up on most mental patients and sometimes on low, medium and high security prisoners alike. This means some mental patients are sane, and a low secuirty prisoner could be a serial killer.

Already suggested.
- 1 new activity for the psychologist to perform (analysis)

Already suggested.

It is a better idea to 'build on past suggestions' by posting this under one of the existing psych ward threads rather than creating yet another one, particularly as this post adds very little new material to the discussion.
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Re: [Suggestion] Psych Ward (building on past suggestions)

Postby touchwood24 » Wed Oct 16, 2013 10:41 am

Great idea +1
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Re: [Suggestion] Psych Ward (building on past suggestions)

Postby esdee » Wed Oct 16, 2013 2:29 pm

Don't know why this wouldn't fit in the game? Psych wards are usually part of every prison.

I'd like to see this idea implemented.
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Re: [Suggestion] Psych Ward (building on past suggestions)

Postby MagnesiumDew » Wed Oct 23, 2013 8:58 pm

I love the idea. Would like to see this in the end game :)

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