What should we focus on next?
Moderator: NBJeff
I recently started playing this game, because (besides being a long time fan of IV games) I heard on the trailer that it was inspired by [i]Dungeon Keeper[/i], [i]Theme Hospital[/i] and [i]Dwarf Fortress[/i] (I'd say it's got some [i]Evil Genius[/i] in it as well) The later I haven't played, but the former two I know quite well.
PA is great, I'm really enjoying it and think it's got some major potential. While I would not question the claim that PA was inspired by DK or TH, I would say that there's something ineffable missing. Some sort of feeling I got every time I played those games so many years ago, but then again perhaps it's just that I'm getting old...
No, actually I think there could be something to say about putting in place some kind of upgradeable "architectural" abilities tree in order to let us personalize a bit the kind of Architect we want to be and the kind of prisons we would like to create/manage (e.g. There could be 3 different specializations: sadist, benevolent and pragmatic).
On the mechanics front, I feel like DK or TH had a more indirect way to influence what your minions/personnel did and I think that's a clear improvement in PA. Still, there's some kind of "structure" missing, maybe it's just that there's no story to it since it's in alpha, but I get the feeling that there is no clear purpose as to why are we running prisons, nor what are we doing it for...
Is there some sort of progressive "frame story" planned for the game?
Well, hope I didn't bore you!
PA is great, I'm really enjoying it and think it's got some major potential. While I would not question the claim that PA was inspired by DK or TH, I would say that there's something ineffable missing. Some sort of feeling I got every time I played those games so many years ago, but then again perhaps it's just that I'm getting old...
No, actually I think there could be something to say about putting in place some kind of upgradeable "architectural" abilities tree in order to let us personalize a bit the kind of Architect we want to be and the kind of prisons we would like to create/manage (e.g. There could be 3 different specializations: sadist, benevolent and pragmatic).
On the mechanics front, I feel like DK or TH had a more indirect way to influence what your minions/personnel did and I think that's a clear improvement in PA. Still, there's some kind of "structure" missing, maybe it's just that there's no story to it since it's in alpha, but I get the feeling that there is no clear purpose as to why are we running prisons, nor what are we doing it for...
Is there some sort of progressive "frame story" planned for the game?
Well, hope I didn't bore you!
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I voted for Prisoner Pipeline. It does seem odd, and even a little annoying, that the prisoners never leave. Especially when a new prisoner arrives after being sentenced to 1 year and seeing that they have already served all of that. At the moment it feels a little stagnant as soon as you have built a basic prison, adding the pipeline would make the game more dynamic and alive and increase it's long-term playability because currently I have to keep starting new prisons to rediscover the brilliance of the game.
I think following pipeline my second preference would be the facilities and prisoner roles. I've often thought that it would be good to introduce work roles for prisoners, eg. cleaning, gardening and cooking. If prisoners had these jobs it could provide a great opportunity for security trade-offs in that they would have easier access to contraband.
In the UK there was recently a Trevor McDonald documentary filmed in a US prison, it showed prisoners doing jobs like cutting hair, sorting mail, etc. and it was said that this had reduced trouble in the prison and also gave the prisoners a sense of purpose. It would be great if that could be incorporated into this already brilliant game.
I think following pipeline my second preference would be the facilities and prisoner roles. I've often thought that it would be good to introduce work roles for prisoners, eg. cleaning, gardening and cooking. If prisoners had these jobs it could provide a great opportunity for security trade-offs in that they would have easier access to contraband.
In the UK there was recently a Trevor McDonald documentary filmed in a US prison, it showed prisoners doing jobs like cutting hair, sorting mail, etc. and it was said that this had reduced trouble in the prison and also gave the prisoners a sense of purpose. It would be great if that could be incorporated into this already brilliant game.
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Alpha 9 propositions.
Great work on Alpha 8 !
Prisoner Pipeline eg arrival, regular review, parole is what I would like to see next, but all the other elements proposed look quite interesting as well!
I also think a bit more tweaking when it comes to bugs would be awesome for the next build (the bigger bugs anyhow).
Prisoner Pipeline eg arrival, regular review, parole is what I would like to see next, but all the other elements proposed look quite interesting as well!
I also think a bit more tweaking when it comes to bugs would be awesome for the next build (the bigger bugs anyhow).
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