An argument for having a level beyond Super-Max

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Tibbs_Mclaire
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Re: An argument for having a level beyond Super-Max

Postby Tibbs_Mclaire » Mon Nov 24, 2014 1:53 pm

well holy crap. for a guy like that i would say build a prison within a prison [i have a 600+ prison population} and usually anyone that dangerous i keep within a sub complex within the main one. has all the bare shit necessities to run as a independent hub. showers, canteen , a really... really small yard, and 20-30 cells to host people like paul. and the only guards i deploy in said sector are dog patrols or armed guards. this usually mitigates my worst from harming the 580+ other inmates within my prison megaplex.

though i admit i haven't had a loose cannon like paul before. that is very much right up there on the worst end of the scale. o.o

i would agree with an above user and wait for the execution system to be implemented... or you can get a execution mod from the steam workshop and fry his ass right then and there. and make your supermax regime as viably brutal and punishing as possible. don't even let these shmucks into your workshops or main population zones
Karrade
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Re: An argument for having a level beyond Super-Max

Postby Karrade » Sun Nov 30, 2014 2:16 am

1) This is also why we need more advanced guards. I know i and several people have talked about snipers and high cost automatic weapons but advanced guards can mean those able to chain up the prisoners and walk them around, those highly trained men and women who are put in situations like this, feeding the prisoners through the doors etc.

There are special training programs for guys who work in supermax no doubt, and they will not be the run of the mill prison guards.

https://www.youtube.com/watch?v=2EJFuYjwRys

Some have a hostage response team for example that uses chemical sprays and such like.

2) Having these prisoners should pay you a lot of money for keeping them, to pay for the extra guards and security. You might have to name someone supermax, but perhaps sometimes the game grades them that way anyway on a fee scale, if you really get someone like this then you are paid a lot to keep them. (or you can pay to get rid of them to another prison)

3) I am all for having as many catergories as we like though. I don't see the problem in leaving room for the player to use several, and pick a sprite color, or at lease leave a couple more spare you can assign as you like. I'd like to keep snitches separate from everyone for example. I think an 'isolation' ward would work well.

https://www.youtube.com/watch?v=5Rzpnsox5Vk
Here is a small look into it, in further detail. You'll see guard towers play a role ;), which keeps the firearms away from the prisoners.

-edit
And the hole, http://youtu.be/O_dQAks78Y4?t=4m3s
An example of what they call the prison within the prison
Karrade
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Re: An argument for having a level beyond Super-Max

Postby Karrade » Sun Nov 30, 2014 5:21 am

Sorry about the double post here, but an isolation category would make the most sense across the board, and hopefully use isolation rooms, which allow food to be delivered to them.
WHiZSTeR
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Re: An argument for having a level beyond Super-Max

Postby WHiZSTeR » Sun Dec 21, 2014 2:56 am

Petrini wrote:Dont you mean a "Garland Greene-class"? :twisted:
Image

The solution to your problem is actually easy... Build a mini-wing for Paul... A cell with 2 doors: Door #1 leads to a 5x5 yard, door #2 leads to a 5x5 cantine containing 1 serving table, 1 table and 1 bench. (cantine would ofcourse be connected to kitchen via a small "staff only" room (guarded by an armed guard or two).
Put a shower, tv and a phone in the cell and bench press in the yard. Paul will never meet another person again and have all his needs met, except for the booze... and when he flips over that the armed guards are there to taze him.

Image


I have major problems when assigning a person to one of these cells, most of the time they instantly get transferred back out "escort to cell". Occasionally it will actually assign the person to the cell i clicked on and keep them there. Is there a trick for getting them to stay?
Firefitter
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Re: An argument for having a level beyond Super-Max

Postby Firefitter » Sun Dec 21, 2014 2:49 pm

xPyr0x wrote:Guys that behave like those legendarys are put on 24 hour lockdown, meals delivered, everywhere they move, they are escorted by guards, while in chains... There is no chance for them to burst out and massacre half your prison... This is what supermax should be. and minimum and normal should just be lumped together as gen pop... So then we only need PC for snitches/cops, gen pop, max security (most max security guys are fine in gen pop) But the fearless/volatile ones could be assigned max security, then save supermax for the guys like Paul, or legendarys. Max security would have armed guards, supermax would have chained escorts, so you wouldn't want to assign half your max sec to supermax.....



I really like this idea. Call it whatever you want. Isolation/supermax... it's all really just semantics. Having a category described as above in the game is the objective regardless of what it's called. couple that with a few other suggestions like "meals on wheels" and it would be a very welcome change in my eyes. I hope this tweak gets added!
grimmy72
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Re: An argument for having a level beyond Super-Max

Postby grimmy72 » Sat Dec 27, 2014 12:30 pm

There is a 'dinner is served' mod which does the dinner in cells thing. The problem if you will with a proper supermax (secu-max) setup is that it is boring. If a prisoner never has to leave his cell there is little challenge/game left? It's elaborate version of solitairy without the prisoner starving to death.

Proper secumax would have only a single prisoner in a section of hallway at a time (could do that using logic gates?) and being watched/escorted from another hallway (can't be done in PA). That's all verrrry secure and good.. but once setup it's basically 'done'.

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