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Pornographic Memory
Dec 17, 2008

Met posted:



This was my second prison ever after the horribly misguided first prison ever. This setup seemed to work pretty perfectly for it's time. No one ever tried to escape. Haven't played it since July though.

As nice as it looks, having serving tables instead of walls as the boundary between your kitchen and your canteen means your prisoners can freely obtain contraband from the kitchen, and even having metal detectors at the entrance/exit won't catch ALL of it.

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Vahakyla
May 3, 2013
Is there a way to control the guards? I mean, if one of my guards actually kills a person or acts like a dick, I should be able to fire them and hire better ones?

Away all Goats
Jul 5, 2005

Goose's rebellion

Vahakyla posted:

Is there a way to control the guards? I mean, if one of my guards actually kills a person or acts like a dick, I should be able to fire them and hire better ones?

I'm not sure I understand your question. You can select them and tell them to move to a specific point in the prison (helpful if they're injured and refuse to go to infirmary). You can fire them, but since guards all act and perform the same I don't see how you would hire 'better' ones.

Vahakyla
May 3, 2013

Away all Goats posted:

I'm not sure I understand your question. You can select them and tell them to move to a specific point in the prison (helpful if they're injured and refuse to go to infirmary). You can fire them, but since guards all act and perform the same I don't see how you would hire 'better' ones.

Nah, I know how it worked a patch ago. What I mean that since this mechanic where your guards can do lovely things was introduced, I feel like guards should get perks, too, so that you can focus on hiring better ones.

Vahakyla
May 3, 2013
Here is my prison, by the way. I have very little issues with anything. I find it not only aesthetically pleasing, but fairly functional.

The two guys that I sent to lockdown I am trying to pressure into informants.


hailthefish
Oct 24, 2010

Vahakyla posted:

Nah, I know how it worked a patch ago. What I mean that since this mechanic where your guards can do lovely things was introduced, I feel like guards should get perks, too, so that you can focus on hiring better ones.

That would be a good direction to expand into now, I think. They started off and the only way to run a prison successfully was liberal Scandinavian paradise, then they added a bunch of mechanics allowing you to crack down and allowing your prisoners to start poo poo, so now no matter how reform-minded you want to be, your prison never really gets any safer or better than stabfest.

Adding more ways to train your guards might help counter that. Maybe if you make you guards take classes in use of force they won't be as likely to beat troublemakers to death, maybe if they take classes in conflict resolution they can peacefully de-escalate with upset prisoners. Maybe an ability to upgrade your metal detectors, or better train your dog teams, to cut down on false positives. Maybe hiring more specialist staff can improve the likelihood of reforming your troublesome prisoners?

Fishbus
Aug 30, 2006


"Stuck in an RPG Pro-Tour"

Vahakyla posted:

Nah, I know how it worked a patch ago. What I mean that since this mechanic where your guards can do lovely things was introduced, I feel like guards should get perks, too, so that you can focus on hiring better ones.

Like avoiding ones that smell faintly of cabbage

Galaga Galaxian
Apr 23, 2009

What a childish tactic!
Don't you think you should put more thought into your battleplan?!


Any idea how many prisoners each cook/oven/fridge/whatever can feed?

[edit] This is what happens to me every time I play this. I spend a few hours just planning a prison before even building anything.

Galaga Galaxian fucked around with this message at 06:13 on Oct 2, 2014

Spookydonut
Sep 13, 2010

"Hello alien thoughtbeasts! We murder children!"
~our children?~
"Not recently, no!"
~we cool bro~
CIs that blow their cover gain the snitch trait, which I've discovered makes them unable to be a CI.
You can also protective custody without a separate block, just lock up everyone while they have their meals and yard time, and lock them up the rest of the time.
Also you guys having supermax killing sprees, how many prisoners are you keeping as super max? I've had about 16 with only a single guard watching them with no issues. They're locked into the canteen with him, next room over has an armed guard, by the time they've killed that guard he'll have tazed one and I'll have set weapons free before they break down the door.

Box Hill Strangler
Jun 27, 2007

Frozen peas are on special at Woolies! Bargain!

Pornographic Memory posted:

... pressure plates...

:aaaaa:

Spookydonut
Sep 13, 2010

"Hello alien thoughtbeasts! We murder children!"
~our children?~
"Not recently, no!"
~we cool bro~

They're really good to use on the external (safe) side of secure doors.

FronzelNeekburm
Jun 1, 2001

STOP, MORTTIME

Galaga Galaxian posted:

Any idea how many prisoners each cook/oven/fridge/whatever can feed?
Well, there was an old post on Reddit with these numbers, and they have a different spreadsheet in their FAQ with different numbers. I'm not sure what's accurate these days.

quote:

[edit] This is what happens to me every time I play this. I spend a few hours just planning a prison before even building anything.

Measure twice, cut once!

Blackray Jack
Apr 7, 2007
Murderology AND Murderonomy!
Does anyone go by a guard to prisoner ratio? What land size do you usually start off on for your first prison? How many cells do you usually set for a prison block? What annoys me is that the number of prisoners will seem to randomize each day so I'll start off with the default 8 then the next day it will send me a number that's wholly screwed up and I'm either left with empty spare cells or don't have enough. I've had this game for a while but I can't even get out of the designing stages because I'm really bad at this game especially when it comes to prison design. I don't even know how many prisoners to take in before stopping to let cash build up and so on.

Blackray Jack fucked around with this message at 11:23 on Oct 2, 2014

Zesty
Jan 17, 2012

The Great Twist

Pornographic Memory posted:

As nice as it looks, having serving tables instead of walls as the boundary between your kitchen and your canteen means your prisoners can freely obtain contraband from the kitchen, and even having metal detectors at the entrance/exit won't catch ALL of it.

You say that, but as I said, during that patch I had zero issues with that setup for weeks on end. I got bored and haven't played since.

I'll jump in again sometime to play with the past 3-4 months of features.

Fans
Jun 27, 2013

A reptile dysfunction

Blackray Jack posted:

Does anyone go by a guard to prisoner ratio? What land size do you usually start off on for your first prison? How many cells do you usually set for a prison block? What annoys me is that the number of prisoners will seem to randomize each day so I'll start off with the default 8 then the next day it will send me a number that's wholly screwed up and I'm either left with empty spare cells or don't have enough. I've had this game for a while but I can't even get out of the designing stages because I'm really bad at this game especially when it comes to prison design. I don't even know how many prisoners to take in before stopping to let cash build up and so on.

I tend to go by Grants, so I'll make a 16 man prison block to start with then buy a section of land and expand that to add a second one until I reach 100. Then it's time to buy even more land and just expand forever.

I don't have an ideal Guard to Prisoner Ration, I've never really had a riot that eight or so guards couldn't handle but I tend to stick with Medium Sec Prisoners and I think more High Secs is what I need to make the Prison suitably fun.

I love being able to trace Contraband back to the source, I like to fix weak points after a shakedown when I realize all the drugs came from the drat Visitors room or something like that.

super fart shooter
Feb 11, 2003

-quacka fat-
Is the prisoner grant money always based on their security level when they first enter the prison? So like, I can't actually scam more money by manually raising a bunch of harmless minsecs to maxsec? What about guys who commit crimes in prison and automatically get promoted? They must count in the higher grant bracket, right?

uXs
May 3, 2005

Mark it zero!

super fart shooter posted:

Is the prisoner grant money always based on their security level when they first enter the prison? So like, I can't actually scam more money by manually raising a bunch of harmless minsecs to maxsec? What about guys who commit crimes in prison and automatically get promoted? They must count in the higher grant bracket, right?

That's an interesting question. Try it out! :v:

Pornographic Memory
Dec 17, 2008

Blackray Jack posted:

Does anyone go by a guard to prisoner ratio? What land size do you usually start off on for your first prison? How many cells do you usually set for a prison block? What annoys me is that the number of prisoners will seem to randomize each day so I'll start off with the default 8 then the next day it will send me a number that's wholly screwed up and I'm either left with empty spare cells or don't have enough. I've had this game for a while but I can't even get out of the designing stages because I'm really bad at this game especially when it comes to prison design. I don't even know how many prisoners to take in before stopping to let cash build up and so on.

There's no right answers to all these questions. The "ideal" guard to prisoner ratio is the one that keeps prisoners in line or at the very least has enough guards to put down the prisoners quickly if they cause trouble. You need more guards for a more spread out prison, more guards for higher security levels, less guards with more well placed metal detectors, etc.

For land size it depends on if you want to build a huge mega prison or you just want to try something small, or give yourself a challenge - you can buy more land but it's really expensive. I usually go with medium though - IIRC there's an inherent time compression with each level of prison to account for travel distances, so time at a small prison runs slightly faster than at a large prison because theoretically prisoners have less walking to do.

For cell blocks there's no real standard, it's usually based on how much room I have in a given direction to build in, plus the need to fit in showers screws with any attempts I'd make to design the block based on achieving a certain number of cells.

Also I'd like to point out that even if you had 8 prisoners a day coming in, you'd still have issues with achieving an exact prisoner:cell ratio due to prisoners releasing all the time on an irregular schedule, since prisoners will come to your prison with time served already, rack up additional time for offenses committed in your prison, and have different sentences to begin with.


Vahakyla posted:

Nah, I know how it worked a patch ago. What I mean that since this mechanic where your guards can do lovely things was introduced, I feel like guards should get perks, too, so that you can focus on hiring better ones.

I like this idea, but you should probably have a mechanic where you have a limited hiring pool of guards, like say five candidates at a time. If you hire guards more candidates will automatically fill in the emptied slots, but if you have a crop of say, five guys who want to be prison guards just to bust heads, you have to pay some money to throw them out and bring in more candidates. Basically there should be some additional work or fee if you want to have a 100% nice prison where the guards use just the right amount of force at all times, while it's going to be easy to find staffing for a prison where don't care about the quality of your guards. The additional violence would balance out the cheapness and ease of hiring any old guys off the street, just as a long term cost in the form of lost grant money from violent incidents and dead prisoners. I'm not sure if they really intend to give staff that much depth though and instead want to keep the focus on the prisoners, but I always kind of liked the staff management elements in Theme Hospital for instance as opposed to having your staff be identical automatons.

Cernunnos
Sep 2, 2011

ppbbbbttttthhhhh~
I wish they'd give us like 2 more squares of room on the other side of the road to start with so I could just start building my Offices over there. I dropped them over there when they didn't have to be inside but now I have to waste valuable prison real-estate on them.

Zesty
Jan 17, 2012

The Great Twist

Cernunnos posted:

I wish they'd give us like 2 more squares of room on the other side of the road to start with so I could just start building my Offices over there. I dropped them over there when they didn't have to be inside but now I have to waste valuable prison real-estate on them.

That would be a little too easy.

Green Wing
Oct 28, 2013

It's the only word they know, but it's such a big word for a tiny creature

How does one get remote doors and door servos to work? I set up a huge prison with all remote doors, thinking that I had it right, but none of the doors are opening despite having guards at the controls, and the servos linked to the console. The doors and servos are set up like this:

Edit: Oh, I got it. The doors need to be attached to the servo, and not the other way around. drat you, Alpha.

Green Wing fucked around with this message at 19:58 on Oct 2, 2014

Box Hill Strangler
Jun 27, 2007

Frozen peas are on special at Woolies! Bargain!

Spookydonut posted:

They're really good to use on the external (safe) side of secure doors.

Well poo poo. I guess that means Ill need to have a beer or two and build ANOTHER prison tonight.

Blackray Jack posted:

What annoys me is that the number of prisoners will seem to randomize each day so I'll start off with the default 8 then the next day it will send me a number that's wholly screwed up and I'm either left with empty spare cells or don't have enough.

I may (probably) be wrong, but I think Ive noticed something. Occasionally Ive had a day saying I had 16/18/24/some number Im not ready for, so I close intake but end up building enough cells in time anyway. When I reopen intake it goes back to 8 again.

I suspect if you close intake for a bit, it defaults back to 8 and not whatever number it was.

lament.cfg
Dec 28, 2006

we have such posts
to show you




I think that with some tweaks, total isolation for PC/SuperMax is possible.



The kitchens heavily favor the closest canteen, but if you seriously overdo it, all the prisoners should get fed. This might be mitigated by segmented eat times in multiple canteens (reduce the number and split make PC/SM share canteens but never simultaneously).

The problem I hit first was that I wanted to use Yard time as a way to force the prisoners out of the cells for cleaning/laundry/whatever. I forgot that a Yard has to be 5x5 so that failed this round. Redesign can fix that though.

I'm going to retry this again with some learned lessons and I think I can come up with something solid.

Hezzy
Dec 4, 2004

Pillbug
This thread will be closed shortly and replaced with a more modern OP!

Galaga Galaxian
Apr 23, 2009

What a childish tactic!
Don't you think you should put more thought into your battleplan?!


We're upgrading to Max Sec? :v:

The Cheshire Cat
Jun 10, 2008

Fun Shoe

Zedd posted:

Is there a way to make doors be opened for staff members automatically or something?
Putting pressure pads on one side for the way back in works fine, but is there something you can do with monitors and camera controls to automate opening say the door to a solitary wing for staff?

Any reason you can't just use a staff door?

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The REAL Gtab Fan
Apr 12, 2007

Let it post, let it post, can't wait to shit post anymore~
Let it go, let it go, gonna vote one and move onnnnnn~
http://forums.somethingawful.com/showthread.php?threadid=3669315

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