Some Minor Suggestions
Posted: Sun Jun 26, 2016 10:26 pm
It would be useful if the quick builds had concrete wall variants
I also think that the wardens need some balancing as playing anything than the basic warden feels almost like cheating
My solution to the imbalanced wardens is to add some negatives to the wardens bonuses
Example 1: The Lobbyist (less dangerous prisoners) Employees cost 25% more and have 25% more upkeep
Example 2: Rita (suppression bonus) Worse chances of prisoner reform
Example 3: JW Periwinkle (dogs have a 50% chance to fully uncover tunnels) Guards, armed guards and dog handlers get tired quicker and cost 10% more
Example 4: The Pacifier (calmer prisoners) prisoners are more likely to seek non violent means of escape i.e. tunnels
Example 5: Saphara Acknova (sells prisoners drugs) 20% less money from grants
I also think that the wardens need some balancing as playing anything than the basic warden feels almost like cheating
My solution to the imbalanced wardens is to add some negatives to the wardens bonuses
Example 1: The Lobbyist (less dangerous prisoners) Employees cost 25% more and have 25% more upkeep
Example 2: Rita (suppression bonus) Worse chances of prisoner reform
Example 3: JW Periwinkle (dogs have a 50% chance to fully uncover tunnels) Guards, armed guards and dog handlers get tired quicker and cost 10% more
Example 4: The Pacifier (calmer prisoners) prisoners are more likely to seek non violent means of escape i.e. tunnels
Example 5: Saphara Acknova (sells prisoners drugs) 20% less money from grants