Hey, before you start, sorry for my English.
Incredibly, positions 6 guards in an area of your prison and six guards are not on location.
A guard gets tired and leaves his post before it reaches a relay to replace (fired !!!!!), this means that where it should have always six guards for example there is 1 to 2 for quite some time.
A guard tired, shall wait a relay before leaving his position to go to rest, so that at all times there is always the number of guards who have determined for that position.
The guards also should be directed to his post before the time to be there on time, can not be put six guards in the dining room for lunch and arrive within 15 minutes of finishing the lunch, should start moving ahead to be in place at the time, like teachers to get to class.
This forces you to have hired a surplus of guards needed (and completely normal) for the changing of the guard.
Currently guard changes are not "realistic" and leave much time zones with minimal staff for not wait for a release.
Thanks for reading my suggestion I hope you like it and sorry for my English.
A greeting.
En español por si a alguien le interesa (o lo entiende mejor que mi traducción):
Resulta increíble que posiciones 6 guardias en un sector de tu prisión y no estén seis guardias en la ubicación.
Un guardia se cansa y abandona su puesto antes de que llegue un relevo para sustituirlo (despedido!!!!!), esto significa que donde debería haber siempre 6 guardias por ejemplo haya 1 o 2 durante bastante tiempo.
Un guardia cansado, debe esperar obligatoriamente un relevo antes de abandonar su posición para ir a descansar, de forma que en todo momento haya siempre el número de guardias que hayas determinado para esa posición.
Los guardias además deberían dirigirse a su puesto antes de la hora para estar allí a tiempo, no puede ser que pongas 6 guardias en el comedor para la comida y lleguen a 15 minutos de terminar la hora de la comida, deben empezar a moverse antes para estar en su posición a la hora, igual que los profesores para llegar a las clases.
Esto te obligaría a tener contratado un excedente de guardias necesario (y completamente normal) para los cambios de guardia.
Actualmente los cambios de guardia no son “realistas” y dejan mucho tiempo zonas con un mínimo de personal por no esperar a un relevo.
Gracias por leer mi sugerencia espero que os guste.
Un saludo.
[suggestion] Realistic relay guard
Moderator: NBJeff
Re: [suggestion] Realistic relay guard
I agree with you 100%
The worst is when a guard leaves a door console before a replacement arrives, and half your prison stops working normally.
The worst is when a guard leaves a door console before a replacement arrives, and half your prison stops working normally.
Re: [suggestion] Realistic relay guard
Also in total agreement.
Re: [suggestion] Realistic relay guard
I agree, and I'm not the only one, since this is one of the most supported issues on Mantis: http://bugs.introversion.co.uk/view.php?id=4709
Re: [suggestion] Realistic relay guard
I guess this is the right place to chime in?
I agree that the guards should move to locations before the shift change, and that guards waiting on a shift change should not leave before their replacement gets there. So there should be a secondary "Wait for replacement" job (in addition to existing job, rather than replacing it), and a "Replace existing guard" job that makes one guard head in toward an existing guard who needs a replacement.
I'd like to be able to micromanage how tired guards can get before they absolutely need a replacement. Right now it bugs me to see guards who are tired at all, while there are guards without jobs milling around outside my prison. It should be that if a guard is close to getting tired, he can radio for a replacement, and if there are guards who don't have a job right then, they'll switch. And if there are stationed guards who are getting tired, the guards who are doing simple jobs (such as escorting prisoners or searching cells) can switch out for them, because then the stationed guards can all be rested and if I have my micromanagement set to "rest upon tired" (as opposed to "rest upon exhausted" or "only rest when no jobs are needed") then the incidental jobs can be done only by the people who are rested enough, while the others hop off to the staff rooms.
And what is up with the extra police milling around outside, anyway? Can't I say that the extra police stick around intake, or reception, or the police chief's room, or the staff room, or something useful instead of having smoke breaks near the garbage when they aren't even tired?
I'd like to see guard shifts handled in some way. I understand if this just isn't something that the game is set up for, but it's immersion-breaking to have the prisoners have a full schedule including the need for sleep, but have the warden, guards and the like be some sort of robotic determinators who never even sleep. If you meant to make us see the prisoners as people and the guards as non-entities then you've really set the game up that way, congrats. But I prefer it not be that way.
Being able to hire guards for certain shifts of certain lengths, and having them actually go home when their shifts are done (if their replacement has shown up), would increase immersion for me. For the buy-one-forever roles, I'd like to see either a "only on paper" role (you have a lawyer, doesn't mean you need him on site) or see them arrive in the morning and leave in the evening, or have them at least make use of a bed part of the time (though that is frankly kinda weird). Similarly with the cooks, janitors, etc. Maybe it'd be neat to hire janitors for certain hours, and have only a couple in the prison during the day but a lot more at night, or something. That might be too much micromanaging but it seems weird to have them be perpetual motion machines. I'd love to be able to have 8-hour shifts and to figure out how many guards I need during each shift.
Lastly, if there has just been a fight and there are some prisoners awaiting processing -- especially being sent to the infirmary -- why the hell do the guards who were in the fight just go "Well, my job is done" and limp off, leaving the prisoners entirely unattended until other guards mosey on over? Shouldn't the guards involved in the fight stick around to make sure the prisoners don't escape (or get killed) before the other guards happen to show up? (It also seems weird that the other prisoners are so blase about violence that they'll just sit there in the pews while there's a fight going on in the chapel. Shouldn't they move away? Or shouldn't prisoners have different personalities as far as egging the fighters on or running for cover?) Certain jobs, such as processing injured prisoners, should make nearby guards drop most current duties to ensure that the prisoners get help as soon as possible. (Similarly, janitors should prioritize body fluids, especially blood.)
I agree that the guards should move to locations before the shift change, and that guards waiting on a shift change should not leave before their replacement gets there. So there should be a secondary "Wait for replacement" job (in addition to existing job, rather than replacing it), and a "Replace existing guard" job that makes one guard head in toward an existing guard who needs a replacement.
I'd like to be able to micromanage how tired guards can get before they absolutely need a replacement. Right now it bugs me to see guards who are tired at all, while there are guards without jobs milling around outside my prison. It should be that if a guard is close to getting tired, he can radio for a replacement, and if there are guards who don't have a job right then, they'll switch. And if there are stationed guards who are getting tired, the guards who are doing simple jobs (such as escorting prisoners or searching cells) can switch out for them, because then the stationed guards can all be rested and if I have my micromanagement set to "rest upon tired" (as opposed to "rest upon exhausted" or "only rest when no jobs are needed") then the incidental jobs can be done only by the people who are rested enough, while the others hop off to the staff rooms.
And what is up with the extra police milling around outside, anyway? Can't I say that the extra police stick around intake, or reception, or the police chief's room, or the staff room, or something useful instead of having smoke breaks near the garbage when they aren't even tired?
I'd like to see guard shifts handled in some way. I understand if this just isn't something that the game is set up for, but it's immersion-breaking to have the prisoners have a full schedule including the need for sleep, but have the warden, guards and the like be some sort of robotic determinators who never even sleep. If you meant to make us see the prisoners as people and the guards as non-entities then you've really set the game up that way, congrats. But I prefer it not be that way.
Being able to hire guards for certain shifts of certain lengths, and having them actually go home when their shifts are done (if their replacement has shown up), would increase immersion for me. For the buy-one-forever roles, I'd like to see either a "only on paper" role (you have a lawyer, doesn't mean you need him on site) or see them arrive in the morning and leave in the evening, or have them at least make use of a bed part of the time (though that is frankly kinda weird). Similarly with the cooks, janitors, etc. Maybe it'd be neat to hire janitors for certain hours, and have only a couple in the prison during the day but a lot more at night, or something. That might be too much micromanaging but it seems weird to have them be perpetual motion machines. I'd love to be able to have 8-hour shifts and to figure out how many guards I need during each shift.
Lastly, if there has just been a fight and there are some prisoners awaiting processing -- especially being sent to the infirmary -- why the hell do the guards who were in the fight just go "Well, my job is done" and limp off, leaving the prisoners entirely unattended until other guards mosey on over? Shouldn't the guards involved in the fight stick around to make sure the prisoners don't escape (or get killed) before the other guards happen to show up? (It also seems weird that the other prisoners are so blase about violence that they'll just sit there in the pews while there's a fight going on in the chapel. Shouldn't they move away? Or shouldn't prisoners have different personalities as far as egging the fighters on or running for cover?) Certain jobs, such as processing injured prisoners, should make nearby guards drop most current duties to ensure that the prisoners get help as soon as possible. (Similarly, janitors should prioritize body fluids, especially blood.)
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