blipadouzi wrote:I think there is a way to get the current system to work properly. The real problem is that the player has control over the prisoner's security level.
What we need to do is keep the varying dollar amount dependant on security level, and increase the amount for SuperMax, rather than having it on par with MaxSec. Then, remove all options from the player to change a prisoner's security level and make increasing their rating fully automated, like murder is auto MaxSec (Should be SuperMax IMO, but whatever)... the only Security rating at the players full discretion is Protective Custody.
Then add SuperMax to the random generator and at the control of the state.
Most will say that this cripples the player by not allowing them to play volatile or regularly dangerous prisoners into SuperMax. This is where the final change comes into play. Instead of the player arbitrarily being able to change the prisoner's Security rating, he instead submits a request to the state to have the level changed. A judicial board evaluates the request... AI can look at crimes committed, time remaining to sentence, punishments received while in prison, mental evaluation from prison psychologist, security report from Chief (any discovered reputations).
Then the board would either approve or reject the request to change the security level, say after a 24 - 72 hr in-game delay.
When they are just finally starting to give more control over what happens in my prison, the last thing I think they should do is take control away from the player.
I think a way around this would be to pay the player increasing amount of funds for a prisoners the longer they stay - lifter (normally harder criminals) would generate more money late game. Keeping lifers alive and well would be a thing the player would try and achieve, instead of locking them away to starve if they build a long wrap sheet. Other prisons could be run by taking in large numbers of short timers - minsec prisons. This would push players to strive to keep their prisoners, if not happy at least alive. SuperMax guys would be kept on lockdown, with strict scheduling, not just to stop them killing others, and staff, but also because the state is paying a pretty penny to keep "Paul" alive (terrible guys might be able to fund entire wings) and needing to take him down with a shotgun (or having him die in a random riot) could definitely cause a hit in the budget. Add on to this the ability to rehabilitate (remove traits) over times means that instead of simply locking SM guys down, you could try and quiet them up a bit so you could reintroduce them into Genpop (still getting a pretty paycheck for the long stay) so a more violent criminal could take his cell. Or simply lock them in a box, feed them once a day and hope that they don't explode out of the box the one time a day you open it - that might work too.
This could also lead to some 'dark side' game play. Setting "Paul" up for something (my oh my, how did him and that snitch end up in the same cell?) the week of his release. "The state is paying to much to let that boy go, add a few years onto his sentence".