Escape mode is far too easy/ major unbalance.

Discussion of the new Escape Mode

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bobybojunior
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Re: Escape mode is far too easy/ major unbalance.

Postby bobybojunior » Thu Oct 15, 2015 4:28 pm

I like to mainly use escape mode to find out how prisoners are getting contraband/escaping.
The escape mode is the best way to really do this, as when you escape, you know what you did and how to prevent it.
But as an actual game mode, yes it does seem a bit unbalanced. maybe it would cost more to get traits?
overkilled1
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Re: Escape mode is far too easy/ major unbalance.

Postby overkilled1 » Fri Oct 16, 2015 10:10 pm

I find escape mode even more fun than actually building prisons. It seems to have a very odd difficulty curve. At first its kind of hard to get more than one rep point in a fairly secure prison, then after you get a couple stats boosted, you can basically force your way out of prison alone. After beating a few unsecure beds in a corner somewhere, you can spend the points you get to max out everything, and just walk out, busting down any door in your way like some kind of miniature hulk. I think there does need some balancing done (of course, since this hasnt been out for very long.) Im not sure if this was actually intended to be a game mode or just a tool to see how easily it is to escape your prison, but I think it is one of the most fun things ive played in a long time and would love to see it expanded on.
Smilesville
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Re: Escape mode is far too easy/ major unbalance.

Postby Smilesville » Sat Oct 17, 2015 7:27 am

When the 'Deadly' reputation stops working on doors, then we'll be cooking with fire. At present though, if you want escape mode to be interesting, you've got to impose some limits on yourself. For example, I try to avoid killing people wherever possible - with the exception of the prison's warden, whom I must kill before leaving. You can also indirectly undermine the authority of wardens by distributing contraband (bringing booze to an alcoholics meeting, or dropping drugs for addicts.) Everything continues in the prison as if it were still the original game, including drug overdoses, gang activity, etc. The only think it really lacks is a method for the player to get involved in prisoner dealings.

Ergo, I think the entire game mode would benefit greatly from being more 'immersive' in terms of prison culture - that is, you can sell contraband based on supply and demand and find a use for some of the other items. Using that money, you can arrange for contraband drops and items to be smuggled in like other prisoners can. The guards (and other prisoners) should have a better memory when it comes to your misdeeds as well - at present, they forget your crimes against them and against the prison fairly quickly, but becoming a problem prisoner should put you under heavier scrutiny by the guards.

The reputations you can buy are rather overpowered - try your shoot-everyone-in-the-face escape plan without any of them, and you'll see what I mean. With more immersion in the prison life, I think things traditionally thought of as restricting (following the regime, for example) could actually turn out to be fun. Ideally, reputations would be much harder to get and have additional requirements. Example: you want the 'strong' trait. The trait requires 1 reputation point, as well as having exercised with the weight sets for 2 hours total. Tough requires you to have been knocked unconscious once before. Deadly requires you to have killed someone. Instigator requires you to have at least 2 squad members. Not sure what we'd do for Quick and Skilled Fighter, but you see where I'm going with this.

I think it ultimately comes down to how Escape Mode can be made more immersive.
MMZ>Torak
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Re: Escape mode is far too easy/ major unbalance.

Postby MMZ>Torak » Sat Oct 17, 2015 3:15 pm

Smilesville wrote:When the 'Deadly' reputation stops working on doors, then we'll be cooking with fire. At present though, if you want escape mode to be interesting, you've got to impose some limits on yourself. For example, I try to avoid killing people wherever possible - with the exception of the prison's warden, whom I must kill before leaving. You can also indirectly undermine the authority of wardens by distributing contraband (bringing booze to an alcoholics meeting, or dropping drugs for addicts.) Everything continues in the prison as if it were still the original game, including drug overdoses, gang activity, etc. The only think it really lacks is a method for the player to get involved in prisoner dealings.

Ergo, I think the entire game mode would benefit greatly from being more 'immersive' in terms of prison culture - that is, you can sell contraband based on supply and demand and find a use for some of the other items. Using that money, you can arrange for contraband drops and items to be smuggled in like other prisoners can. The guards (and other prisoners) should have a better memory when it comes to your misdeeds as well - at present, they forget your crimes against them and against the prison fairly quickly, but becoming a problem prisoner should put you under heavier scrutiny by the guards.

The reputations you can buy are rather overpowered - try your shoot-everyone-in-the-face escape plan without any of them, and you'll see what I mean. With more immersion in the prison life, I think things traditionally thought of as restricting (following the regime, for example) could actually turn out to be fun. Ideally, reputations would be much harder to get and have additional requirements. Example: you want the 'strong' trait. The trait requires 1 reputation point, as well as having exercised with the weight sets for 2 hours total. Tough requires you to have been knocked unconscious once before. Deadly requires you to have killed someone. Instigator requires you to have at least 2 squad members. Not sure what we'd do for Quick and Skilled Fighter, but you see where I'm going with this.

I think it ultimately comes down to how Escape Mode can be made more immersive.


Good points.
Alpaforce
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Re: Escape mode is far too easy/ major unbalance.

Postby Alpaforce » Sun Oct 18, 2015 1:44 pm

Prison should rebuild after burn down to thier original form. Lighter is too overpower and should have limit use. When wall is burnt down, the room lose its restriction so you can enter Staff only area.

Prison should replace killed Armed guards. It have delay so player have time to do something. Example killed guard/worker replace in 1 day, Armed guard 2 day.
Weapon in armory should have limit use too.
By the way, replacing killed prisoner is good too.
mattydavis2505
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Re: Escape mode is far too easy/ major unbalance.

Postby mattydavis2505 » Sun Oct 18, 2015 1:54 pm

Smilesville wrote:I think it ultimately comes down to how Escape Mode can be made more immersive.


I fully agree with this statement. Because at the moment, escape mode is basically punching a few weak guards, grabbing a taser and keys, going to the armoury and boom. You're pretty much set to escape. Now this focuses too primarily on actually escaping, and there are only a few ways to do so - each just as easy as the last.

There's also a few more flaws I've noticed since playing a bit more.

1) The AI CEO doesn't repair the prison if a fire is started, making this ridiculously overpowered. All I did is quickly got a squad of 3 members, made us all tough and deadly, set a fire in the far corner of the prison and then ran to the entrance and killed all firemen who tried to get in. The whole prison burnt down due to a lack of sprinklers. But, we got caught by 2 armed guards so I surrendered as not to get killed. This leads me onto my next point.
2) The rep point system is messed up as has been mentioned hundreds of times. Apparently, doing a small amount of damage to a few showerheads gets you more rep points than burning down the prison, or entering the armoury, or starting a riot (If you are quickly taken down). This has to be fixed, it takes the immersion out of the game, whereas instead they could have a system where doing deals with prisoners gained rep points, destruction (unless major) does nothing, killing people does a lot etc.
3) The AI CEO does not fill the prison with prisoners. This is the most frustrating thing. If you want to cause a riot, or if you go on a killing spree or any event which results in the deaths of many prisoners, to my knowledge, no more are brought in. Whether this be a bug which I am experiencing often or whether it just be a mechanic, it's poor.
4) Guards are too weak. A prisoner who is a bit stronger than normal can kill a guard with body armour, batons and tazers with his bare hands. It's ridiculous. Okay, yes this could happen and maybe a system could be added where if someone is attacked from behind more damage is dealt than if attacked head on, but it is still poor. Either guards need a buff or prisoners need a nerf. Probably a bit of both, considering this mode is based around a game where the prisoners are AI controlled and not really super intelligent, but have power. You give that power to a human with a much cleverer perception and you get escape mode.

These are the most frustrating flaws I've picked out. If these were to be fixed, escape mode would be a solid foundation to build on but right now, they had a great idea but poorly executed it. In my opinion. But I'm confident it will be fixed, introversion listen to their fans.

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