[IDEA] Door settings

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rsdworker
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[IDEA] Door settings

Postby rsdworker » Mon Oct 29, 2012 3:31 pm

Ideal settings for next update

(unlocked - No guard required) - commonly for areas where Prisoners can go in or out
(unlocked - Locked at Night) - this very common in Low risk prisons where the Cell doors are locked in night
(Staff only - Unlocked by either guard or Staff - prisoners can't get through this door unless Guard escorts him through this door)
(locked - Guard required)
(locked - Timed Unlocking and Timed locking)
(Locked - Guard and Timer)
(Airlock door - requires Button or Guard)
(emergency exit - opened from inside - scared prisoners can open it to escape from riots and allows emergency people to enter if door is open)
(emergency exit - Locked from outside - simllar to above but emergency people can unlock from outside)

remote opening could be great - can be opened by guard at control panel - eg guard goes to control box and opens it and he press open doors and the doors opened at same time
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Postby Azarath » Tue Oct 30, 2012 1:02 am

Logic gates - link 2 doors together, and options such as if door a is open, door b is locked to all, rather useful at entrances for example, where just 1 door would lead to a lot of escapes, and both open at the same time is almost as bad.
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Postby frasercarter » Tue Oct 30, 2012 6:34 am

I was thinking about this before there does need to be extra Lock types for doors

unlocked - all can pass
locked - requires guard unlock
staff only (service door) - strictly staff only door, prisoners wont consider using as a path unless escaping or rioting etc.
no access - strictly riot police only - can only be applied to heavy doors (like solitary doors)

then ontop of this, you can link locked doors to have timers etc,
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Postby DHKold » Tue Oct 30, 2012 10:43 am

I think each door (independently from it's type) should allow:

- Destroyed (~dumped)
- Open (Anyone can pass and close it)
- Closed but Unlocked (Anyone can open it quite quickly, need right key/code to lock it)
- Closed and Locked (Only people having the right key/code can unlocked it)
- Closed and sealed (Only workman can try to unsealed it, taking much time and possibly failing. )

The door type should have a strength and durability. Anyone with more strength (with or without using a tool) than the door could damage it, reducing its durability. Once durability reach 0, it's destroyed.

So, having a small wooden door would allow much prisoners to destroy it quickly while large metal door would need strong tools to slowly damage it.
This would also allow prisoner to seal door on riots, thus having to unseal them to take the prison back.
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Postby koshensky » Tue Oct 30, 2012 11:35 am

As per Chris' Eurogamer presentation, we can infer that the sole point of office doors is to remain unlocked at all times, leading to the weighing up of the logistics of having to have a guard open the door all the time, compared to security of having the door unlocked.

Whichever way you play it, I don't ever see workmen being given access to doors, as it would make it far too easy for an inmate to jump him and steal his keys, compared to the risks of jumping a guard.
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Postby rsdworker » Tue Oct 30, 2012 11:42 am

the current Alpha has that - when doors set to staff only - the guard just unlocks for prisoners only if Guard is stationed in same room or nearby
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Postby DHKold » Tue Oct 30, 2012 12:24 pm

koshensky wrote:As per Chris' Eurogamer presentation, we can infer that the sole point of office doors is to remain unlocked at all times, leading to the weighing up of the logistics of having to have a guard open the door all the time, compared to security of having the door unlocked.

Whichever way you play it, I don't ever see workmen being given access to doors, as it would make it far too easy for an inmate to jump him and steal his keys, compared to the risks of jumping a guard.

Having a office door lockable would in no way alter the ability to let it unlocked forever.

And for workmen being given access to doors, why not letting the player decide instead of forcing it to play "the good way". At a gameplay level, it would even be interesting to be able to give keys to prisoners. The more you let the player decide, the more he will have to think of what he's doing. In this case I think the best would be the ability to decide who's got a key for what door, at a character level (so, one guard may have no key while another has, one could have the key of it's office, etc.)
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Postby ronanc » Tue Oct 30, 2012 12:38 pm

it would even be interesting to be able to give keys to prisoners.


You do realise this is a prison? :shock:
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Postby DHKold » Tue Oct 30, 2012 2:54 pm

ronanc wrote:
it would even be interesting to be able to give keys to prisoners.


You do realise this is a prison? :shock:

I want to give a prisoner the key to a private dinning room. Or reward my best prisoner with the key to the common room.

How would it be more stupid than building a prison with no door or wall? I did not say it's the best way, nor that it's any good, just that the goal in this kind of game is to let the player decide and/or make error.
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Postby koshensky » Tue Oct 30, 2012 4:19 pm

As Chris pointed out, he doesn't want players to be able to interact with individual guards or workers at all. They should all be completely autonomous within their roles, and as such having individual guards with individual keys will never happen.

The only reason that we can control them at the minute is because some of the AI isn't working properly and it occasionally needs a bit of a push.
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ronanc
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Postby ronanc » Tue Oct 30, 2012 4:44 pm

koshensky wrote:As Chris pointed out, he doesn't want players to be able to interact with individual guards or workers at all. They should all be completely autonomous within their roles, and as such having individual guards with individual keys will never happen.

The only reason that we can control them at the minute is because some of the AI isn't working properly and it occasionally needs a bit of a push.


I can't wait till we get to that level of autonomy. Paying then for the services of the controllable riot guards et al is a really nice mechanic.

As if it wasn't obvious already, I just love the direction this game is going in.
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Postby Das_Wuff » Tue Oct 30, 2012 7:48 pm

We're missing an all-important door...

(electrified) - Prisoners get electrocuted when they try to punch down the door. Bacon is served at the next meal.
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Postby Causeless » Tue Oct 30, 2012 8:58 pm

I'm wondering if baving no direct control would be such a good thing. I'm not wanting starcraft, but if you take too much control away, it can become fustrating; you can know things but cannot inform your guards of it, meaning that it feels very limited and silly. Imagine if you manage to see a prisoner flashing a knife, but cannot tell someone to search him, and instead would have to put some guard into a "randomly search prisoners" mode, or if an obviously tunneling prisoner's cell could only be searched by informing guards to systematically search EVERY cell - sure, less work on your part, but it would be very frustrating if that prisoner escaped or that prisoner killed someone with his knife, and you had nothing to do to stop it.
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Postby Azarath » Wed Oct 31, 2012 3:14 am

Cause, you misunderstand. They mean control as in selecting and moving it a la RTS's. The prisoner menu "Search this prisoner" will still be there, as that simply queues up a search job for any available guard. Similar to escaping tunnelees. They're just aiming to remove the micromanaging of individual units.

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