What should we focus on next?
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- Chris
- Introversion Staff
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What should we focus on next?
Hello,
Now that Alpha8 is released, we are already working on some cool new stuff. We want to survey the community and get a sense of where you think we should be focussing our attention next. As always, this is just a survey - we will not necessarily be doing things in the order shown by the results, but we do want to know what you think is important and exciting.
Here are some notes on each option:
- New Prison Facilities: What do the prisoners do when they aren't eating? eg Workshops (employment + skills), Family visitation, Laundry, Staff rooms, Prisoner Shop, Chapel, Libraries etc. We consider this "Midgame content", ie the sorts of facilities you turn your attention to once the basics are in place. Prisoners would be much more busy during the day.
Threats / Dangers / Contraband: Many objects and rooms become a source of danger. The infirmary gets a medicine cabinet, cleaners get a cupboard full of chemicals, gardeners get a shed with tools, the kitchen has knifes, etc. A new overlay shows all these sources of danger, and tracks which ones are missing. Prisoners intelligently attempt to steal things they need.
Prisoner Pipeline: Prisoners arrive and are searched, then graded and assigned a cell. Their security level is reviewed by you regularly. They serve their time and eventually come up for parole, and get discharged (or not). The time left to serve has an impact on their behaviour: Longer = more willing to misbehave.
Guard equipment + progression: You can unlock weapons such as tazers, shotguns, rifles, and train some of your guards to use them. New Armoury room, extremely high risk. "Lethal Force" zones to prevent escape attempts. Watch towers. Perhaps your guards gain experience over time and become better at their jobs. Deployment screen used to control which guards go where.
Full segregation support: Continuing the Deployment screen zone work, make it possible to totally isolate different segments of your population. Separate regimes, meal settings, punishment policies, and guard routines for each segment.
Riots, Escapes: Fights can escalate into riots under the right conditions - a high tension level within the prison + low security in a zone. Rioters barricade themselves in. Riot Police + Paramedic special units to deal with this. Prisoners dig escape tunnels at night if properly equipped.
Now that Alpha8 is released, we are already working on some cool new stuff. We want to survey the community and get a sense of where you think we should be focussing our attention next. As always, this is just a survey - we will not necessarily be doing things in the order shown by the results, but we do want to know what you think is important and exciting.
Here are some notes on each option:
- New Prison Facilities: What do the prisoners do when they aren't eating? eg Workshops (employment + skills), Family visitation, Laundry, Staff rooms, Prisoner Shop, Chapel, Libraries etc. We consider this "Midgame content", ie the sorts of facilities you turn your attention to once the basics are in place. Prisoners would be much more busy during the day.
Threats / Dangers / Contraband: Many objects and rooms become a source of danger. The infirmary gets a medicine cabinet, cleaners get a cupboard full of chemicals, gardeners get a shed with tools, the kitchen has knifes, etc. A new overlay shows all these sources of danger, and tracks which ones are missing. Prisoners intelligently attempt to steal things they need.
Prisoner Pipeline: Prisoners arrive and are searched, then graded and assigned a cell. Their security level is reviewed by you regularly. They serve their time and eventually come up for parole, and get discharged (or not). The time left to serve has an impact on their behaviour: Longer = more willing to misbehave.
Guard equipment + progression: You can unlock weapons such as tazers, shotguns, rifles, and train some of your guards to use them. New Armoury room, extremely high risk. "Lethal Force" zones to prevent escape attempts. Watch towers. Perhaps your guards gain experience over time and become better at their jobs. Deployment screen used to control which guards go where.
Full segregation support: Continuing the Deployment screen zone work, make it possible to totally isolate different segments of your population. Separate regimes, meal settings, punishment policies, and guard routines for each segment.
Riots, Escapes: Fights can escalate into riots under the right conditions - a high tension level within the prison + low security in a zone. Rioters barricade themselves in. Riot Police + Paramedic special units to deal with this. Prisoners dig escape tunnels at night if properly equipped.
Last edited by Chris on Sat Aug 31, 2013 5:35 pm, edited 2 times in total.
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- level1
- Posts: 21
- Joined: Sun Mar 03, 2013 1:13 am
Imho cool escapes would need contraband or stolen items from facilities, so (while already voted for escapes) i think those are needed before there are thrilling jailbreaks. If those escapes are going to start, we sure need some better skilled guards
Segregation would be nice to have, if you go for all three sorts of prisoners.
Speaking of segregation and different regime-charts.. are we going to get a common-room-time or something like that? could be usefull if you want to have a litte more community-time, but doesnt need you to guard all the giant yard. (if you choose freetime, they are allowed to run everywhere.. i would like to have some kind of counterpart to the yard-time. (also: this)
keep up the good work! :thumbup:
Segregation would be nice to have, if you go for all three sorts of prisoners.
Speaking of segregation and different regime-charts.. are we going to get a common-room-time or something like that? could be usefull if you want to have a litte more community-time, but doesnt need you to guard all the giant yard. (if you choose freetime, they are allowed to run everywhere.. i would like to have some kind of counterpart to the yard-time. (also: this)
keep up the good work! :thumbup:
I picked Riot and Escapes. The mid-game could use a few more things to do that actively engage the player. Plus it always feels like that behaviour is being "stopped" by the AI manager and there is no consequence or followthrough on bad design/management. It also seems like it would let the other fleshed out Guard and prisoner features matter more like the armoury, contraband and kill zones when there is a real threat to try to control and contain.
choices
although all options are great this is meant to be a prison
so until inmates can be released at end of sentence it eventually means you run out of space on map
the only real option at this time means the pipe line is the most important feature so as to allow you to release prisoners amd then get new ones in
so until inmates can be released at end of sentence it eventually means you run out of space on map
the only real option at this time means the pipe line is the most important feature so as to allow you to release prisoners amd then get new ones in
I love where this is going and what we have ahead of us.
As a first step I vote for new facilities, laundry and perhaps license plate manufacturing ?
As step two, prisoner pipeline handling including a parole board.
Keep up the good work Chris !
As a first step I vote for new facilities, laundry and perhaps license plate manufacturing ?
As step two, prisoner pipeline handling including a parole board.
Keep up the good work Chris !
Last edited by kongoman on Thu Mar 21, 2013 9:20 pm, edited 1 time in total.
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- level0
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- Joined: Thu Mar 21, 2013 4:57 am
Recently built a prison, spent a fortune, pulled all my grants.
Only to realize I forgot to hire cooks and didn't have enough cash to do it.
It took me like 3 days ingame time (which is a long time to sit and wait) before I managed to get enough to hire a cook. I would love to be able to use my prisoners are temporary labor to help build or cook or such.
Only to realize I forgot to hire cooks and didn't have enough cash to do it.
It took me like 3 days ingame time (which is a long time to sit and wait) before I managed to get enough to hire a cook. I would love to be able to use my prisoners are temporary labor to help build or cook or such.
Full segregation support - i like this and also New Prison Facilities
both is needed
at moment we have guards that not assigned to anything - they wander around - i could provide a staff room where staff hang out there for while
and we love to have Muilt floors - currently when i expand prison - all always on ground floor - squeezing all in one place - i prefer have floors to hold the more prisoners
and pipeline looks good but i prefer manual - i don't like alot of reviews - i would see prisoner being escorted to speical room where searching then to holding room and once the cell is assigned (automatic like now) - and if high prisoners - they will have no access to cateen to eat - guards would bring them to them
fire alarms is needed - this feature could help guards and prisoners to evacuate area more quicker rather leaving them in buildings that are burning down
both is needed
at moment we have guards that not assigned to anything - they wander around - i could provide a staff room where staff hang out there for while
and we love to have Muilt floors - currently when i expand prison - all always on ground floor - squeezing all in one place - i prefer have floors to hold the more prisoners
and pipeline looks good but i prefer manual - i don't like alot of reviews - i would see prisoner being escorted to speical room where searching then to holding room and once the cell is assigned (automatic like now) - and if high prisoners - they will have no access to cateen to eat - guards would bring them to them
fire alarms is needed - this feature could help guards and prisoners to evacuate area more quicker rather leaving them in buildings that are burning down
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