Prison Architect

Prison Architect

Which side do you sit on?
Brutal Punishment or noble attempts to reform? From the Panopticon to the Supermax, this is your chance to publish or subscribe to the best prisons from the Architect community.
Deadly Reputation is Under-developed and OP (Repost from General)
Something that's been on my mind for quite some time is how the deadly reputation is. In the typical gameplay, it seems mostly fine; simply keep prisoners with the reputation satisfied and at a distance from others, but in Escape Mode the issue with the reputation becomes clearer.
The way the deadly reputation works is that whenever an inmate with the trait attacks another entity, they have a chance to instantly set it's HP to 0. With the trait being extreme, the chance increases.
The thing is, though, is that in that previous paragraph, there's already 3 issues. Don't see them? Let me explain.
* First off, the trait applies to everything that can take damage. That applies to inanimate objects, too. Inmates with the reputation can punch through remote doors with their bare hands like it's nothing, which should not be physically possible, and the trait is supposed to signify that they know some wrestling-level moves except that said moves could easily kill someone. I don't think you can suplex a road barrier, can you? The fact it works on inanimate objects makes inmates with the reputation extremely unwanted; Can't let them near other people or else they'll die, and you can't let them near doors (Or else you're gonna have a bad time if that door happens to lead to the armory or the outside.. And it doesn't matter how resistant said door is, because they'll break it down instantly once the chance succeeds.)
* It contains RNG. If you're r e a l l y unlucky, you could have an inmate with the reputation plow through crowds of armed guards like they're nothing.
* Every time they hit an entity, it rolls for that chance to instakill it, regardless of the weapon. Drills, which have the fastest attack speed out of every weapon in the game, become very dangerous when in the hands of an inmate with the trait.

That's only things that are issues in the base gamemode. In Escape Mode, it becomes even worse and is much more noticeable. The major ones you'll notice in Escape Mode are:
* You might accidentally kill someone you don't wanna kill because the chance to instakill succeeded on them. You get more total rep points if you knock someone unconscious and then proceed to execute them, and if the chance to instakill them succeeds, the extra rep points are thrown out the window. Maybe you're trying to start a riot by trying to agro inmates by punching them (which is more efficient at starting riots than just having the instigator reputation,) and oops! You just killed a legendary prisoner by love-tapping them with your fists! Maybe you are fighting the prison staff, and that one guy you were gonna recruit walks past you and you accidentally hit them... Now there's no reason to recruit them, because they're dead.
* RNG! RNG is still an issue, but this time it's worse than it was in the base game. The RNG might fail you at the worst possible time, and now you're dead.
* Trust me when I say this: The deadly reputation is way too abuse-able. Don't believe me, try and play Escape Mode without ever using the reputation.

My ideas on how the reputation should be reworked? I've thought of 3:
* The reputation should only apply to living beings, meaning you actually have a better reason to put more bulky doors in front of your most dangerous inmates.
* The reputation should be an ability with a cooldown, and if it's the extreme version of the reputation, the cooldown is shorter. The cooldown also goes down faster if the inmate is actively misbehaving or receiving a time-based punishment, and/or is in a poor mood. The cooldown can take 1-3 days if the inmate is in a good/okay mood and isn't actively misbehaving or being given solitary/lockup, where as it can be mere seconds if they're not. NPC Inmates who have the reputation and aren't on cooldown will use it on the next living being they attack, and the player in escape mode can press a button to apply the instakill to their next attack that hits, and toggle it off if they don't ever get to use it where they wanna.
* Add a "technician" reputation, a reputation where the inmate has knowledge of various models of things and how to disassemble them, including things meant for security purposes. Inmates with the reputation have a very small chance of instantly destroying furniture/doors, and the chance increases for the extreme variant, but also decreases depending on how bulky said furnishing/door is. Inmates will also be able to get this reputation from working in workshops, should dynamic reputations be on. The chance is so low that you'll rarely see it in action... But oh, it's there alright. So don't ignore it or you'll face the consequences when it happens to be the spark of a fire.
What do those ideas on a rework fix?
* This will eliminate any unrealism and RNG from the reputation, meaning inmates with the reputation won't ever be extremely frustrating.
* This also encourages the basis of the reputation more (of keeping them away from people,) as whenever they aren't on cooldown, their next hit is guaranteed to kill the next living being they attack.
* The "technician" reputation would be there to prevent you from putting several thousand remote doors on every place you don't want your inmates to get into, yet it wouldn't be as annoying as the deadly reputation we have right now. It'd also make more sense for weapons that attack faster to allow them to get through them faster; A door is locked? Just drill the lock out and it'll open!

Thank you for coming to my TED talk.
Last edited by Awesomeexplorer; 8 Feb, 2022 @ 7:50pm
< >
Showing 1-1 of 1 comments
Krunchy 3 9 Feb, 2022 @ 2:53pm 
I appreciate this post.
< >
Showing 1-1 of 1 comments
Per page: 1530 50