Some of my suggestions

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Sabriath
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Some of my suggestions

Postby Sabriath » Thu Apr 25, 2013 1:20 pm

Sorry for being so long, and for any misspellings.

- Bunk Cell
A cell requiring 2 beds and 1 toilet (or using the normal cell, but testing if 2 beds exist), allowing 2 inmates to the cell

- Time scale alteration
Allow for the passing of time in a more game fashion so that we don't actually have to wait real years before we see a prisoner "do his time." Possibly each "day" in game is a week on their sheets.

- Booking
Requires desk, filing cabinet and showerhead. As inmates get dropped off the "bus," they are taken here first. They get undressed (clothes get "filed away" with their belongings), showered and redressed in prison outfit (which come from a replenishing stack from the laundrette), then get escorted to their room. When being released, prisoners come here to get their clothes back, redressing and dropping off dirty prison clothes before being "bused" away.

- Pathfinding in a wall
At some point, especially when capacity becomes hectic, there comes a time when someone (prisoner or worker) gets trapped in a wall and infinite pathfinding occurs (where they continue to jitter). The state machine of the pathfinding should have a contingency case to exit a wall to nearest empty space before pathfinding resumes on these situations.

- Decrease Patrol entropy
When you have multiple guards in patrol, they tend to end up chasing each other instead of spreading out more. Decreasing the amount of decay on nodes not touched should allow the guards a higher chance to spread further out along the pathways. In some situations where 2 patrol lines are in the same room, they tend to stick to only 1 of them, decreased decay may solve this issue as well.

- Psycologist/Psychiatrist purpose
3 times a day, a prisoner that has not seen the psychologist in the past 3 game months is brought to him for guidance. The prisoner will get "reward points" each time he visits the psychologist as long as he did not commit acts of aggression since the last time he came. This will open up a possible threat in your prison, but also allow your prisoner a way to be paroled when the time comes.

- Sewage and switch water pipe
Water pipes should be blue sized small or medium, while sewage pipes are the orange sized medium and large. There should be a single large line of sewage pipes under the roadway to start as the "city connection." Drains should be connected to swage and showerheads to water, while toilets and sinks are connected to both. Sewage allows inmate escapes through city line, while water lines allow for flooding disaster.

- Water pressure and ballasts
Similar to the generator requiring capacitors, the pump should require ballasts on the line. The pump can provide 10pa to the water system on demand per "tick" (say every 5 seconds so there isn't much lag). A ballast can hold up to 100pa. Each showerhead pulls 3pa per tick, toilet pulls 5pa per flush, and sink pulls 1pa per tick. A prison with 10 showerheads easily swamps the 10pa pump with 30pa per tick, leaving some pissed of prisoners if you don't have at least 1 ballast.

- Water heater
Connected to water line and electricity, turns small blue water pipes into red/blue combo pipes up to 10 pipe length away from heater. Sinks that do not have this connection will randomly get inmates sick (and require medical), and showers that do not have it, piss off inmates when they shower.

- Library
Requires desk, bookshelves, and book caddy. Inmates assigned here will fill up the caddy with books and take them to the cell blocks for other inmates, and pick up books that are finished being read and bring them back to be sorted. This allows prisoners to get an education, get better reward points when at the psychologist, or simply hide tools for their escape.

- better Delivery, Pickup, and even moving material
When you build a bunch of things, your storage fills up rather quickly with the material. There are some times when workers just immediately start installing things as if they magically pulled the item through a wormhole from storage to their hands. I would like to see trucks actually delivering the materials, workers having to actually get the materials unloaded and actually go get the items and bring it to where it needs to be installed. This should happen all the time, not just 50% of the beginning of the game. Also, fences should not be free and should follow the same logic; however, just as with buildings, a worker can grab a "stack" of fences and bring them to the worksite.

- Distribution Room
It has already been mentioned, but I love the idea that laundry from outside will come in, be cleaned and go out for cash. Also, making of license plates and other things with the workshop, a Distribution Room can be created where all items are moved in and out of by prisoners/workers in order to ensure a protectable middle-ground. A room that just requires a clothing rack and a table.

- Cliques
As prisoners enter the prison, they eventually find "friends" and at the same time, gain enemies. Prisoners should opt to shower/eat/yard next to friendly targets, while trying to stay away from enemy targets (unless they are going for an attack).

- Work release
Some inmates are just too good to be locked up, why not allow them to leave the prison and do some jobs elsewhere. This earns the prison and inmates a little bit of cash, but at the expense of losing a guard or two between 10am and 5pm every day, and the possibility of escape. Simply assign prisoners and guards to "Delivery" zone and they'll be shuttled back and forth automatically (at least 1 guard must be assigned, and each additional guard reduces chance of escape).

- Shakedown
Inmates may have contraband and hide it in their cell. When you click on a bed, a "shakedown" is possible for that cell, the next available guard will perform it. If any contraband is found, straight to solitary. In the deployment screen, "shakedown" can also be chosen and you simply click on the room to create a node, a guard will go to the node and perform the check, and delete the node when he's finished...allowing for entire cell blocks to be given a test.

- Agriculture
Requires outdoors. Assign some plants, seeds are delivered, inmates go to work. The food produced here is packaged to the distribution room, but cooks have a choice of snatching up some of these items for the prison rather than selling out.

- Light Switches
Instead of lights hooking up directly to a main power line, it should hook up to a switch, and the switch should connect to a main. Prisoners should complain when the lights are on in their cell when sleeping. Switches/hubs should have an "on time" and "off time," which should be obvious what they do.

- Regime for Staff
In the deployment screen, you should be able to select a time of day and set guards/staff/inmates based on that.

- Dead people
After a body has been in the morgue for 1 full day, a coroner should visit your prison, bag them and take them out. At the same time, an investigator will be there and look around for clues as to what happened (along with any foreseen problems with the way your prison is being upheld), if the prison is at fault (or mismanaged), you get fined...allowing the lawyer fine reduction to have a purpose.

- Parole Board
Psychologist/psychiatrist, warden, and captain of the guard required to be here when an inmate is up for parole. If failed, he can try again in a year, otherwise he is set to be released.
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VoiD88
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Re: Some of my suggestions

Postby VoiD88 » Thu Apr 25, 2013 4:02 pm

- Bunk Cell
A lot of people have suggested this already and as far as I know, it is planned for a later Alpha.

- Time scale alteration
You could wait for "years" and still not see prisoners completing the time of their sentence, because prisoner release hasn't been programmed yet. The numbers you see on their rap sheets are purely cosmetic so far.

- Booking
Will probably be implemented along with prisoner release. I say "probably", because it is compiled under the name "prisoner pipeline" in the poll about what the devs should focus on next.

- Pathfinding in a wall
In my experience, when this happens, they only SEEM to be stuck. They will move a tiny bit with each jitter and eventually come free. But I agree, this behavior should be fixed for the final game.

- Decrease Patrol entropy
I agree.

- Psycologist/Psychiatrist purpose
Is likely also compiled in the "prisoner pipeline" I mentioned earlier.

- Sewage and switch water pipe & Water pressure and ballasts
Played SimCity, have you? ;) But it sure sounds interesting.

- Water heater
There is a suggestion thread here about the expansion of the medical system, would probably fit right in there.

- Library
Sounds good. The line about Prison labour teaching my inmates new skills makes me assume some sort of education system is planned, Libraries would of course be a good idea.

- better Delivery, Pickup, and even moving material
I guess this is one of the things that requires "suspension of disbelief" in order to keep the game flowing. It would take far too long if the workmen had to do this for EVERY item. I think they found a good balance with how it works now, they can "magically" install small things like bricks, concrete, grass and so on and have to collect bigger stuff like TVs, Beds and Workbenches form Storage.

- Distribution Room
As Chris said in the Alpha 9 release video he hasn't figured out yet how to transfer finished goods out of the prison, which means that he at least thinks about some way to do it.

- Cliques
As far as I'm aware, gang behavior is planned.

- Work release
Interesting idea, but I guess it will be quite hard to implement.

- Shakedown
Has been suggested before.

- Agriculture
Sounds good, but I think there are more interesting ways of creating more prison labour.

- Light Switches
I guess this would fit in with the automated doors/servers suggestion thread.

- Regime for Staff
Has also been suggested before.

- Dead people
As the removal of dead prisoners/staff members has not been programmed yet, I guess we need to wait and see what Chris has planned for it.

- Parole Board
Again fits in with the "prisoner pipeline" from point 3.


TL;DR: Some quite interesting ideas, some have been suggested loads of times before. But I doubt that all of them will get implemented. Chris does regular polls on what he should do next and I'm sure if he really likes an idea he'll implement it. But this forum is so full of ideas that the game wouldn't be finished in 2025 if he wanted to implement them all ;)
Life is NOT like a box of chocolates, it's more like a jar of jalapeños: What you do today might burn your a** tomorrow.
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Postby fat_wilf » Thu Apr 25, 2013 4:21 pm

+1 for the Booking, Psychiatrist, Parole and the addition of Sewage Pipes idea
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Dosedmonkey
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Re: Some of my suggestions

Postby Dosedmonkey » Thu Apr 25, 2013 6:17 pm

Sabriath wrote:
- Pathfinding in a wall
At some point, especially when capacity becomes hectic, there comes a time when someone (prisoner or worker) gets trapped in a wall and infinite pathfinding occurs (where they continue to jitter). The state machine of the pathfinding should have a contingency case to exit a wall to nearest empty space before pathfinding resumes on these situations.


At some point... errr for me its constantly. :lol: I think its to do withthe order I build constructions, then lay pipe after. Surely this could be overcome, by if they pathfind rapidly, the code automaticaly tells them to take one step left or right, then reset. As thats what I have to do manually.
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Postby cueball909 » Thu Apr 25, 2013 6:39 pm

I like all of these suggestions except for agriculture. I've never seen that sort of thing done in a prison (at least not a US, UK, etc. prison).

It seems like a lot of these are either planned or at least thought about, but a few seem easy to implement, no brainers (the water connections to the street, for instance).
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Postby acegamer08 » Thu Apr 25, 2013 8:43 pm

- Dead people
After a body has been in the morgue for 1 full day, a coroner should visit your prison, bag them and take them out. At the same time, an investigator will be there and look around for clues as to what happened (along with any foreseen problems with the way your prison is being upheld), if the prison is at fault (or mismanaged), you get fined...allowing the lawyer fine reduction to have a purpose.

TOTALLY AGREE

as for the agriculture..that IS being done in the U.S. ... at least at the state prison not far from where i am. i would like to see a chain gang approach (prisoners chained together) so escape would be harder.

i would also like to see the guards that watch over them to have shotguns, like in real life, and shot any prisoner attempting escape on site.
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Chris
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Re: Some of my suggestions

Postby Chris » Thu Apr 25, 2013 9:07 pm

Sabriath wrote:- better Delivery, Pickup, and even moving material
When you build a bunch of things, your storage fills up rather quickly with the material. There are some times when workers just immediately start installing things as if they magically pulled the item through a wormhole from storage to their hands. I would like to see trucks actually delivering the materials, workers having to actually get the materials unloaded and actually go get the items and bring it to where it needs to be installed. This should happen all the time, not just 50% of the beginning of the game. Also, fences should not be free and should follow the same logic; however, just as with buildings, a worker can grab a "stack" of fences and bring them to the worksite.


The game has handled this in many ways - at one point during development everything was instant (no workers), and at other times workers did all the moving around manually. Right now the game exists in a kind of happy middle ground, where structures go up fast but you also see the intricate behaviour of your workmen.

However, you can actually try the game right now with full manual moving and delivery of materials. Simply edit your prison save file and add this line to the top:
ImmediateMaterials false

All materials will be delivered by truck, and your workmen will spend a lot of time unloading them. Workmen will no longer be able to teleport materials around - they will have to carry everything they need to the site, and run backwards and forwards to the material stacks to get new materials for each square.

It looks great, but it takes forever to build anything. But give it a try and let us know how you find it!
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Postby fetchfido789 » Tue May 07, 2013 8:05 pm

Something else that might be good is a sort of free type where you can try ideas for the prison. I.E. designs and planning, it would involve prisoners coming and you need to look after them but you don't have to entirely worry about money. It would show you if you are gaining/loosing money but the amount of money would be infinite.

Just and idea :wink:
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Postby Azarath » Wed May 15, 2013 2:17 am

Chris, tried adding that line, actually love it. Sure, it takes MUCH longer to build, it feels a lot better than teleporting materials. Few things that could make it better though:

1. Have delivery trucks appear once an hour say, otherwise building intricate cell blocks, or getting sheet metal, you end up with a ton of trucks with 1 item on each, which takes forever to unload since you're waiting for 1 person to come and unload it, then that dissapears and you wait for someone else (usually the furthest person away).

2. Not sure if it's a bug or not, but after I finished a foundation, the lights arrived as usual, but since I like to place lighting myself, I cancelled them, and after unloading the 3 truckloads of lights, they just left them in the delivery zone, instead of taking them to the storage area.

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