[Suggestions] Long Post of lacking actual prison features.

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dxwarlock
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[Suggestions] Long Post of lacking actual prison features.

Postby dxwarlock » Thu Oct 16, 2014 2:25 am

As a LONG time player, and first time poster. excuse me if these have been brought up before. After enjoying every new alpha release, bug fix, and update I feel a few major 'points' of what running a prison simulator needs have been missed.
I understand its alpha, why I waited so long to post anything, but figured since some of them are larger points and still not implemented in basic form Id come toss my 2 cents in to see if they have been overlooked as features are moving into how prisoners act/traits/personalities (gangs, volatile. fast..etc) vs the actual structure of the prison.

As someone that has spent time in both county and state 'vacation resorts' there is a handful of things needed in my opinion to make this run, feel, and be manageable as a prison simulator vs it feeling like a 'rough inner city school simulator' as it sometimes does now.
(Please do not take me stating I have done time as a brag, or boast, more just stating my extended time in the actual environment..NO ONE should ever be proud of it..those that you hear talk of it as if they are, usually the ones back in there later, vs out here enjoying games like this in freedom :) )

Anyway onto my suggestions:

Prisoner intake area:
Like deliveries are now. No true prison would take its prisoners into the same doors it takes its food, supplies, visitors, employees, trash, etc. Prisoners should have their own 'drop off' area that they come into, only officers and prisoners escorted by officers can use this entrance and ONLY prisoners dropped off into its room zone and carried the holding cell. This is much better to secure, doesn't have prisoners mingling with visitors and the like while coming in, and overall just 'feels' more correct. This would also fix problems like such as I have of figuring out, and never satisfied, with my 'road-to-inside' layout because I can never have a 'service entrance' and 'prisoner entrance'..they now use whichever is the fastest way regardless of how I do it, and just has people mushing about with each other. Which brings me to number 2

Intake room:
Not a holding cell. But the room after prisoner intake area/holding cells where they are searched, assigned a cell and such. This could be simple a room that once an escorted prisoner enters it triggers the search feature on them and they stop..waited to be patted down before entering the prison. The way it works now they just hang around outside until carted off to a cell never to be searched, or even frisked unless passing a metal detector. This combined with #1 would give the game a HUGE push toward feeling like a prison..a dedicated drop off area followed by a intake search/wait/handcuffed and assigned a cell area.

Ability to shakedown by cellblock:
As its now shakedown is prison wide, causing strain on guards as every inch of the prison is searched. We have the ability to mark areas as security zones, and even 'zones' marked by doors..why can we not shakedown only "Dorm A' with that button? To add to this, just like real prison timing would be everything. doing it midday at freetime? sure it will surprise the one area, but people walking by will go back to their own dorm and tell people start flushing items/better hide/ hide them on your person.. because they saw a shakedown over in Dorm A are they going to be shaken down too? who knows. This could be good OR bad. upside is people might be flushing stuff for no reason out of paranoia..OR others better hiding things you would have found if you shook them down first...Either way being able to shake down by area/zone/what have you would be another must have by prison standards.

Feeding prisoners by cellblock:
Again no prison feeds everyone of every security level at once..but assigns 'timeframes' to each dorm to goto chow. Sure you can sort by security level..but what if you have 400 medium level inmates. No prison feeds all 400 them at once. They have them goto chow in shifts. rotating the same order everyday. This stops mass riots from 400 prisoners and 20 guards from happening. but also stops the mad rush to make 400 plates worth off food by X time.

Feeding IN the cellblock areas (an extension of 4):
We should be able to label dorms are "in cell only" feeding. have it done like prisons do now. It takes 2 kitchen inmates escorted by 2 guards and 1 foodcart full of trays..goes door to door and feeds the inmates. then returns to pickup trays in the cart. max sec, solitary, protective custody and such NEED this.

Multi person cells:
Unless your in maxsec or lockdown most prisons have 2 man cells or even 'p-farm' like open dorms for overflow prisoners. Sure the holding cells work this way..but feels messy, and cross purpose. holding cells are for people waiting to be taking into intake (point 2) and assigned a cell. they shouldn't cross mix bringing people BACK to holding cells to live.

"Rainbow Roads":
(The colored strips you walk on the floors based on your jumper color/sec status) These should be in to have prisoners assigned that they follow these lines and ONLY these lines when being escorted, moved, waiting to transfer to a new area, going to work..etc) Only during freetime, course of job duties, and so on, should they be able to mingle around off of them. (areas without any are considered free to wander around as needed. Areas with them..well you better toe the line, or expect to be pulled aside and 'talked' to)

Sorry for the long post..but these are the few features that I would love to see (and feel are sorely missing from a prison sim)..and wanted to get off my chest.
But I am LOVING the game and all the work put into it, keep it up :)
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blipadouzi
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Re: [Suggestions] Long Post

Postby blipadouzi » Thu Oct 16, 2014 2:40 am

As it is your first time posting here, I will try to be a little more diplomatic than some can be at times.

I would also highly recommend reading this psot:
[NEW USERS, READ FIRST] How to post a suggestion or question

dxwarlock wrote:Prisoner intake area:
Like deliveries are now. No true prison would take its prisoners into the same doors it takes its food, supplies, visitors, employees, trash, etc. Prisoners should have their own 'drop off' area that they come into, only officers and prisoners escorted by officers can use this entrance and ONLY prisoners dropped off into its room zone and carried the holding cell. This is much better to secure, doesn't have prisoners mingling with visitors and the like while coming in, and overall just 'feels' more correct. This would also fix problems like such as I have of figuring out, and never satisfied, with my 'road-to-inside' layout because I can never have a 'service entrance' and 'prisoner entrance'..they now use whichever is the fastest way regardless of how I do it, and just has people mushing about with each other. Which brings me to number 2

Intake room:
Not a holding cell. But the room after prisoner intake area/holding cells where they are searched, assigned a cell and such. This could be simple a room that once an escorted prisoner enters it triggers the search feature on them and they stop..waited to be patted down before entering the prison. The way it works now they just hang around outside until carted off to a cell never to be searched, or even frisked unless passing a metal detector. This combined with #1 would give the game a HUGE push toward feeling like a prison..a dedicated drop off area followed by a intake search/wait/handcuffed and assigned a cell area.


Both of these have been suggested a multiple of times. I would recommend using the search function before posting a new suggestion.

Ability to shakedown by cellblock:
As its now shakedown is prison wide, causing strain on guards as every inch of the prison is searched. We have the ability to mark areas as security zones, and even 'zones' marked by doors..why can we not shakedown only "Dorm A' with that button? To add to this, just like real prison timing would be everything. doing it midday at freetime? sure it will surprise the one area, but people walking by will go back to their own dorm and tell people start flushing items/better hide/ hide them on your person.. because they saw a shakedown over in Dorm A are they going to be shaken down too? who knows. This could be good OR bad. upside is people might be flushing stuff for no reason out of paranoia..OR others better hiding things you would have found if you shook them down first...Either way being able to shake down by area/zone/what have you would be another must have by prison standards.


This can already be done... select any item or prisoner in the Cell Block you want to search... then in the UI menu click on "Search Cell Block"

Feeding prisoners by cellblock:
Again no prison feeds everyone of every security level at once..but assigns 'timeframes' to each dorm to goto chow. Sure you can sort by security level..but what if you have 400 medium level inmates. No prison feeds all 400 them at once. They have them goto chow in shifts. rotating the same order everyday. This stops mass riots from 400 prisoners and 20 guards from happening. but also stops the mad rush to make 400 plates worth off food by X time.


I like this idea... if you really want the devs to notice it, and the community to support it, I highly suggest you post it separately per the link provided above.

Feeding IN the cellblock areas (an extension of 4):
We should be able to label dorms are "in cell only" feeding. have it done like prisons do now. It takes 2 kitchen inmates escorted by 2 guards and 1 foodcart full of trays..goes door to door and feeds the inmates. then returns to pickup trays in the cart. max sec, solitary, protective custody and such NEED this.

Multi person cells:
Unless your in maxsec or lockdown most prisons have 2 man cells or even 'p-farm' like open dorms for overflow prisoners. Sure the holding cells work this way..but feels messy, and cross purpose. holding cells are for people waiting to be taking into intake (point 2) and assigned a cell. they shouldn't cross mix bringing people BACK to holding cells to live.


These have both been suggested a plethora of times... especially since A25 came out.

"Rainbow Roads":
(The colored strips you walk on the floors based on your jumper color/sec status) These should be in to have prisoners assigned that they follow these lines and ONLY these lines when being escorted, moved, waiting to transfer to a new area, going to work..etc).


I like this idea... would add a new twist to the game. Though I'm not sure how easy it would be to code.
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RichieGrape
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Re: [Suggestions] Long Post

Postby RichieGrape » Thu Oct 16, 2014 3:39 am

blipadouzi wrote:I like this idea... would add a new twist to the game. Though I'm not sure how easy it would be to code.

well to be honest to me this sounds much easier to add than any other feature we have begged for...also might even make the game run a little smoother since the game would need to do less calculation on how to get from point A to point B

However i don't think this is a feature that should be available from day 1...should be something that takes a long time to unlock since it is such a powerful feature...personally i would like the feel that my prison is the first prison built and its up to me (the warden) to figure out how to handle these lunatics and misfits of society...by researching new ideas and creating a model for other prisons to go by in the future.....it is a game after all
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Re: [Suggestions] Long Post of lacking actual prison feature

Postby LennyLeak » Fri Oct 24, 2014 3:28 pm

While they have all been suggested before, that list is just about the complete list of my most wanted features, so I will co-sign. All of those features would add a ton to my experience of the game.
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Re: [Suggestions] Long Post of lacking actual prison feature

Postby BGK » Fri Oct 24, 2014 7:46 pm

Rather good suggestions overall, especially the ones about prisoners intake.
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Re: [Suggestions] Long Post of lacking actual prison feature

Postby IsaiahvH » Sat Oct 25, 2014 9:28 pm

Yes, I like the suggestions.

I would recommend the prisoner 'delivery' area as well.
In a normal prison it wouldn't happen at the same location of objects brought.
This way the player can make a more prisoner-specialised area and make it more secure.
The normal delivery area could then have differently secured access.

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