Cannot change gang member cell - bug or feature?
Posted: Fri Nov 13, 2015 2:34 pm
Gang member cells currently do not allow the player to make changes to them, just like captured territory. It's currently tracking as a bug on Mantis with more reports coming in. In Mantis and on the forums, I've also seen a good amount of confusion stem from this issue with players wondering why they can't improve cells and manage utilities through them. So what is the consensus on this: intentional feature or bug? This "issue" persists as of update 1 that came out today. It will also be more of a factor since gang numbers and activity has been increased in update 1's latest balance changes.
To start the conversation, I feel this is indeed a bug. I understand bunk beds and multi-prisoner cells were introduced in update 1 as well, but to this point, cells have been for individual prisoners. A single prisoner does not project power or influence of significance. The whole gang principle has been strength in numbers. There's also no icon above the cells that shows this dynamic like there is for the intended yards and common rooms. The concept is also "easily" worked around by moving the prisoner. If this were an intended feature, I would think the gang members would require more effort to evict from their cells. There was also no mention of this on the videos, as the coloring of cells was merely to identify where the gang members' cells were located as far as I can tell.
Regardless of intention, I find this highly annoying, and I feel it just causes confusion among players. I also don't think it makes any real-world sense. If this feature were implemented for dormitories and bunk beds, that would make sense. A workman is probably less inclined to walk away with the dormitory radio when 5 gang members are just sitting there enjoying their radio. A single gang member in a regular cell though just doesn't add up for me. If dormitories could be taken over, they should display the icon in the gang view to show what is happening and allow the player to retake control per the usual game feature methods.
As I mentioned earlier, gangs have seen some balance increases. As a quick tangent, I feel this was needed since gangs haven't been causing me enough problems in a prison prepared for gangs. That said, I am concerned about having a substantial amount of cells now being off limits. It's not fun to relocate 10 gang members so that you can run some electrical wire or improve every cell of a cell block. Other game features are also affected since searching this cell for tunnels can be problematic as well as reported elsewhere on the forums.
To start the conversation, I feel this is indeed a bug. I understand bunk beds and multi-prisoner cells were introduced in update 1 as well, but to this point, cells have been for individual prisoners. A single prisoner does not project power or influence of significance. The whole gang principle has been strength in numbers. There's also no icon above the cells that shows this dynamic like there is for the intended yards and common rooms. The concept is also "easily" worked around by moving the prisoner. If this were an intended feature, I would think the gang members would require more effort to evict from their cells. There was also no mention of this on the videos, as the coloring of cells was merely to identify where the gang members' cells were located as far as I can tell.
Regardless of intention, I find this highly annoying, and I feel it just causes confusion among players. I also don't think it makes any real-world sense. If this feature were implemented for dormitories and bunk beds, that would make sense. A workman is probably less inclined to walk away with the dormitory radio when 5 gang members are just sitting there enjoying their radio. A single gang member in a regular cell though just doesn't add up for me. If dormitories could be taken over, they should display the icon in the gang view to show what is happening and allow the player to retake control per the usual game feature methods.
As I mentioned earlier, gangs have seen some balance increases. As a quick tangent, I feel this was needed since gangs haven't been causing me enough problems in a prison prepared for gangs. That said, I am concerned about having a substantial amount of cells now being off limits. It's not fun to relocate 10 gang members so that you can run some electrical wire or improve every cell of a cell block. Other game features are also affected since searching this cell for tunnels can be problematic as well as reported elsewhere on the forums.