Alpha 7, opinions?
Moderator: NBJeff
- Penroyaltea
- level1
- Posts: 36
- Joined: Mon Jan 21, 2013 11:41 pm
Alpha 7, opinions?
If I'm honest I find the jail door opening a bit tedious. OK for prisoners, but it's kind of impossible for the cooks. How do you get around that?
I think a cool way to do it would be to implement a "layered" or security level key system. A bit like the old one but better... Say all doors can be set to level 1-5, and different categories of staff can have a security clearance of 1-5. If 5 is most secure, then if a door was security clearance 1 then every staff member would be able to unlock it. Security 5 would mean that only guards would be able to unluck it. Maybe 3 categories would be enough but you catch my drift. I agree that having doors be either totally open or totally locked is a bit to constrained. Surely the utility room (with chemicals and tools) would not be open to prisoners, but it also seems a bit excessive that the handyman needs a guard to get to the mop and broom
But I AM very happy about this release. Especially the ability to change sec ratings on prisoners
But I AM very happy about this release. Especially the ability to change sec ratings on prisoners
I've used alot more 'standard' doors and less jail doors. Also, more staff-only areas.
If I have a long corridor with a door at each end, I have brought one door closer to the other, and stationed a guard in between to control the two doors. It kind of works.
I am thinking of breaking out the staff only runs across the prison though, to speed things up. they can be like rat-runs across the prison...its a weak link though!
If I have a long corridor with a door at each end, I have brought one door closer to the other, and stationed a guard in between to control the two doors. It kind of works.
I am thinking of breaking out the staff only runs across the prison though, to speed things up. they can be like rat-runs across the prison...its a weak link though!
caveatgez wrote:I've used a lot more 'standard' doors and less jail doors. Also, more staff-only areas.
If I have a long corridor with a door at each end, I have brought one door closer to the other, and stationed a guard in between to control the two doors. It kind of works.
I am thinking of breaking out the staff only runs across the prison though, to speed things up. they can be like rat-runs across the prison...its a weak link though!
I think this is gonna be the best solution for just now.
The way it's been implemented just now, it completely breaks every prison I have..lol! Which is fine really as I always start fresh for new alphas.
As you say, a lot more standard doors will be required & rat-runs.
Maybe smaller cell blocks aswell so you have guards closer to doors. Or more guards. Not sure of the best solution as yet. Will need to test some stuff.
In a way I like it as it's gonna make planning out the prison more challenging. The fact that workmen can no longer go through cell doors themselves is a pretty frustrating though
& the first solution of a tiered security system sounds good aswell.
Last edited by Ric666 on Thu Feb 21, 2013 7:49 pm, edited 1 time in total.
-
- level2
- Posts: 125
- Joined: Sat Jan 12, 2013 1:55 pm
I don't mind the doors having to be opened by a guard in corridors but individual rooms is a pain, and it's a pain in fires.
I had a fire and was concentrating on getting firemen in but I had prisoners stuck behind doors, maybe there should be an option to open doors in an emergency?
Also in cleaning up after the fire I had problems with workmen and cleaners being locked in solitary cells, although there were three guards stood outside, I had to wait for a different one from elsewhere?
I had a fire and was concentrating on getting firemen in but I had prisoners stuck behind doors, maybe there should be an option to open doors in an emergency?
Also in cleaning up after the fire I had problems with workmen and cleaners being locked in solitary cells, although there were three guards stood outside, I had to wait for a different one from elsewhere?
me_54m wrote:I don't mind the doors having to be opened by a guard in corridors but individual rooms is a pain, and it's a pain in fires.
I had a fire and was concentrating on getting firemen in but I had prisoners stuck behind doors, maybe there should be an option to open doors in an emergency?
Also in cleaning up after the fire I had problems with workmen and cleaners being locked in solitary cells, although there were three guards stood outside, I had to wait for a different one from elsewhere?
The changelog states that you can manually open any door with a right-click. Possible work-around in emergencies.
-
- level1
- Posts: 13
- Joined: Thu Sep 27, 2012 5:33 am
- Location: United States
- Contact:
-
- level0
- Posts: 7
- Joined: Sun Jan 06, 2013 4:00 pm
-
- level0
- Posts: 1
- Joined: Wed Dec 19, 2012 12:46 pm
- Location: United States
Changes for Alpha 7
I do like the fact that you can now set areas for min sec, and max sec, but the prisoners dont stay in those areas or out of un designited areas. I want to keep my min and max segrigated, or maybe having the ability to have max sec on a diferent regimen then the min sec. There is no way to keepthem away from one another, and having more violent criminals gives no rewards. I find myself with one main gen pop area and adding a cell here or there.
Also would like to be able to send constant complaining prisoners to solitary for a time i decide so if they dont like the schedule they wont incite a riot with other prisoners.
Also would like to be able to send constant complaining prisoners to solitary for a time i decide so if they dont like the schedule they wont incite a riot with other prisoners.
Who is online
Users browsing this forum: No registered users and 5 guests