[Suggestion] Visitors variety and road systems

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Wazgrel
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[Suggestion] Visitors variety and road systems

Postby Wazgrel » Fri Nov 21, 2014 7:12 pm

Hey guys!
Been playing the game since june 2013 now. And I just got these 2 ideas out of the blue, about expanding the visitors pool by adding more variety to them.

For example, these groups could come and visit their friends who are in prison:

    Biker gangs;
    Mafia;
    Ghetto gangs or skinhead gangs;
    etc

You get the idea. Basically these guys could come and visit their gang members and potentially have higher chance of giving contraband to their friends who are in prison.

This could also work really well if prison gangs were implemented (I remember people suggested prison gangs before).

To make things more interesting visually and mechanically, parking lots and roads could be implemented for people to arrive and park their bikes/cars. Developers would have to update pathfinding for vehicles, maybe making them similar to patrol routes so player would have some control over it.

It would be great mechanically because we could create our own driveways and routes for:
    import/export;
    prison interns;
    new prisoners arriving;
    etc.

As it is now it's quite silly to have 1 road, 1 entrance and have all vehicles and people arriving through it.

It would add one more layer of game mechanics because this system has it's own pros and cons.

Pros:
    less traffic jams;
    more organized import/export.

Cons:
    more exits mean more escape routes for prisoners;
    expensive to build several gates/roads/entrances.

I don't think it would be difficult to implement due to all systems being already in the game, developers would only have to expand on them a little. The only difficult thing to add would be prison gangs who hang out in groups (AI stuff mostly), graphics and sounds for cars/bikes/visitors and coding vehicles to make smooth turns.

Still, I believe it would add alot more gameplay (making visitors block more interesting to build due to parking lot requirement) and these additions would make the game more dynamic and realistic.

And besides, wouldn't it be pretty cool to see a biker club drive in on a couple of bikes to the prison. :) And if the given prison has a big biker gang inside, like the majority, they could potentially drive in and come to their aid if a riot starts.

Or mafia people would attempt to bust out their boss. It could be like rare events (like natural disasters in Sim City) if a special prisoner arrives, with his own needs (did you ever see Al Capone's prison cell? http://upload.wikimedia.org/wikipedia/c ... e-cell.jpg ) and his own event/quest happening. But I'm getting carried away with this.

Thanks for reading, if you'd like to expand or correct something - feel free to do so. I hope these ideas help.

Cheers!
ratchet2324
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Re: [Suggestion] Visitors variety and road systems

Postby ratchet2324 » Wed Dec 03, 2014 1:27 am

I completely agree with you on the roads suggestion.

The only thing I would add to that is that you could have a prison that is split into 4(?) sections (1 for each security level) and have a road for the prisoner delivery so min sec goes to that location etc.
zbyrne
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Re: [Suggestion] Visitors variety and road systems

Postby zbyrne » Wed Dec 03, 2014 2:48 pm

ugh i hate the traffic jams. especially when its 6 trucks with one food apiece. I've actually had riots because I've had food stuck on trucks waiting to be offloaded.

I'd love a entrance section, some proper offloading of good and then shipping them around your prison. and some proper prisoner processing. but if only in the short term, they need to end traffic jams, as they can shut your whole prison down
Reeferken
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Re: [Suggestion] Visitors variety and road systems

Postby Reeferken » Wed Dec 03, 2014 3:29 pm

Maybe we could implement a kind of transport system for goods to be distributed around the prison instead of workers carrying it for miles

Like a conveyor belt, setup via utilities to connect the storage rooms... A worker places the item on the belt, it goes along its path and another worker unloads in the other storage room

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