[Feature Request] PA System

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HowPeculiars
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[Feature Request] PA System

Postby HowPeculiars » Mon Oct 01, 2012 10:41 am

Hey,

I think it would be really cool if we could issue "global" orders to both inmates and staff by use of a PA system.

For example, want to make them do exercise in the yard at 3am? Bang it through the PA system at 3AM. Take a particular dislike to a certain prisoner? Announce that he is a snitch.

Blast Michael Jackson's "Thriller"? RESULT: http://www.youtube.com/watch?v=hMnk7lh9M3o (Ok, I'm joking there :) )

In gameplay terms, I think it would add a sense of delay to all your actions and instill a sense that you're not personally completely in control (which you really aren't in a real prison). Sort of a middle man between your direct interactions with the prison population as It's a bit artificial to be able to click on an individual member of staff or an inmate and be able to directly control their actions with a mouse click. It makes the prospect of the prisoners free will (and perhaps even your staff) a lot more realistic.

I wouldn't want it to be a micromanagement thing. Prisoners should follow the routine as set in the prison routine. Rather, I'd like this to be an "on-the-fly override" to that schedule.
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Postby Illanair » Mon Oct 01, 2012 11:10 am

Would certainly add to the atmosphere if the daily schedule was announced over PA systems as they happened. As well as things such as LOCKDOWN having sirens at first followed by lots of chatter.
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Postby ronanc » Mon Oct 01, 2012 11:21 am

I like the idea in theory but think your examples are poor. Got any more?
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Postby HowPeculiars » Mon Oct 01, 2012 11:56 am

ronanc wrote:I like the idea in theory but think your examples are poor. Got any more?


Well think about it. Here you are with an overview of the entire prison, some omnipotent being who see's all - but it's your staff who have to respond to things going on, not you.

Say you spot a contraband deal happening in a neglected corner of your prison - your guards are busy elsewhere would you rather individually click on one of your guards, right click on the prisoners/area in question and make him investigate that way or send out a radio message to all guards for some of them to patrol [preset area]? Maybe you put it over the PA system to make an example of them?

The options are limitless and it all depends on how far you want to go with the idea. I personally am all for removing the player from direct control or prisoners and staff (assuming the AI is good enough for that) and making it a lot more based on how you run your prison - as to how the prisoners and staff respond to your "orders" and "edicts".

The idea of the PA system is merely a vehicle for removing the player from the position of being able to control individuals, and instead establishing a sense of the need to communicate with the prison as a whole.
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Postby XmAkiNA » Mon Oct 01, 2012 12:03 pm

So essentially a selection of sounds that are played each time the player does something like click "Search Prisoner"? It's a nice idea and worth the sound guy looking into but I worry it would get gratingly repetitive the 100th time you've heard it.
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Postby ronanc » Mon Oct 01, 2012 12:05 pm

I see what you're getting at now a little better. Again, I'm quite fond of the idea in theory but wonder how much fun it would actually be as the player to relinquish all control to the AI. You would still have to decide where to design buildings and place furniture and things like that of course.

Hmm.. it's certainly one to think about though it would be no mean feat to implement it may be a good direction to work towards in general.
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Postby HowPeculiars » Mon Oct 01, 2012 12:06 pm

XmAkiNA wrote:So essentially a selection of sounds that are played each time the player does something like click "Search Prisoner"? It's a nice idea and worth the sound guy looking into but I worry it would get gratingly repetitive the 100th time you've heard it.


No, it's not about the aesthetics of it and I'd argue it wouldn't be worth voice acting most of it (as it'd have too many variables, dont want it sounding like ARMA 2/Operation Flashpoint CWC radio messages)

As I said, I was thinking in gameplay terms - you could have all sort of branching options for it - and it would be the main way you interact with the prison other than building it. It would add a lot of depth, strategy and realism to remove the player from direct control.
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Postby HowPeculiars » Mon Oct 01, 2012 12:51 pm

ronanc wrote:I see what you're getting at now a little better. Again, I'm quite fond of the idea in theory but wonder how much fun it would actually be as the player to relinquish all control to the AI. You would still have to decide where to design buildings and place furniture and things like that of course.

Hmm.. it's certainly one to think about though it would be no mean feat to implement it may be a good direction to work towards in general.


It could be difficult. The trick really is making it work as intended. Not diluting the concept whilst not making it too hardline. If you can get the prison population to react naturally but still unpredictably, you're onto a real winner.
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Postby ronanc » Mon Oct 01, 2012 12:55 pm

As long as you're not overly reliant on the PA because that would become tedious extremely quickly.

The thing is, it's quite fun to have other interactions with the game. It engages the player a lot more even if it isn't as strict a sim as you'd like it to be.

The PA system in it's ultimate implementation treads that that fine line of where a game stops being fun and starts being a chore.
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Postby HowPeculiars » Mon Oct 01, 2012 1:13 pm

Perhaps.

Im sure there's an ideal comprimise between the two.
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Postby gsuberland » Mon Oct 01, 2012 1:15 pm

Just an announcement of the time regime activity changing would be great. Of course, it should be optional - it'd drive me mad if I had it switched on during fast forward.
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Postby ronanc » Mon Oct 01, 2012 1:20 pm

Or just have it in the rolling ticker that has been suggested before.
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Postby Illanair » Mon Oct 01, 2012 1:26 pm

Does anyone remember the announcer in Dungeon Keeper? Evil Genius? Or more recently, Team Fortress 2?

THAT is the kind of PA system I'd love to see...well hear. Of course with that slightly muddled/staticy sound that the guard walkies currently has during backup.
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Postby Skyrail » Mon Oct 01, 2012 2:00 pm

Illanair wrote:Does anyone remember the announcer in Dungeon Keeper? Evil Genius? Or more recently, Team Fortress 2?

THAT is the kind of PA system I'd love to see...well hear. Of course with that slightly muddled/staticy sound that the guard walkies currently has during backup.


Or maybe even one of the games that greatly influenced Prison Architect, Theme Hospital? I think that's a great example of the sort of PA that could be implemented.
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Postby HowPeculiars » Mon Oct 01, 2012 2:17 pm

Skyrail wrote:
Or maybe even one of the games that greatly influenced Prison Architect, Theme Hospital? I think that's a great example of the sort of PA that could be implemented.


Ah theme hospital...... What you have in mind?

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