Prison Architect

Prison Architect

[Beta] CCTV Automatic Response
 This topic has been pinned, so it's probably important
Ozoneraxi  [developer] 3 May @ 5:10pm
13
BUGS. FEEDBACK. DISCUSSIONS
The only way this will ever be merged into AIO is if I get community help. That means bug reporting, feedback, and people who can test performance across various save files.
Last edited by Ozoneraxi; 5 May @ 3:32am
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Showing 1-8 of 8 comments
daz_ian 4 May @ 3:12pm 
Tossed this on a prison with 6 CCTVs (so didn't test performance in earnest) and it seems to work fine.

One thing I noticed (probably the better choice from a performance perspective) is that it's summoning a nearby guard based on as-the-crow-flies proximity rather than based on pathfinding distance. I had a few times where a CCTV peeked over a wall to see misconduct at the end of a long pod and the guard had to walk the entire length to the other end, go in the only door, and walk all the way back.
Ozoneraxi  [developer] 5 May @ 3:33am 
You guys think armed guards should be dispatched to minimum security or only to more dangerous inmates?
Last edited by Ozoneraxi; 5 May @ 3:33am
It would be a nice Feature if as soon as the Inmate has been knocked out in anyway, Killed as Example. The Route of the Guards would be stopped. Because many Guards still respond after the Inmate has been knocked out.
So i also have the problem that Guards respond from way too far to get to a inmate. Despite other Guards being way closer and having nothing to do.
Ozoneraxi  [developer] 5 May @ 12:11pm 
Originally posted by WeisWeis11:
if as soon as the Inmate has been knocked out. The Route of the Guards would be stopped.

Will look into it, it is not quite that simple

Originally posted by WeisWeis11:
Guards respond from way too far to get to a inmate, despite other Guards being way closer

Can you check exactly what those other guards are doing? If they are attending to jobs, on break or even corrupt they will not be dispatched.
Last edited by Ozoneraxi; 5 May @ 6:34pm
daz_ian 5 May @ 4:05pm 
Originally posted by Ozoneraxi:
You guys think armed guards should be dispatched to minimum security or only to more dangerous inmates?
IMO, use the same behavior for all non-insane inmates. If it's based on the security level they came in with, then I've seen gang leaders come in as minimum (and quickly murder someone); if it's based on their current security level, different behavior breaks being able to ignore Cleared for Transfer and treat the security categories as basically arbitrary.
Ozoneraxi  [developer] 5 May @ 4:10pm 
Originally posted by daz_ian:
-minimum security gang members in Gangs DLC-

There is an exception for this: Gang Members will always be dispatched with the whole set of guards, armed guards, dog handlers regardless of category.

(Other than that based on current category which the player can change.)

(And for criminally insane orderlies are tried first, but other guard types can also be sent.)

The reasoning is in the case of a prison-wide riot to mitigate armed guards being accidentally dispatched to min sec when max sec would need it more. That's because guards are indeed dispatched on an "as the crow flies proximity" as you called it rather than pathfinding distance (which I am not even sure can be calculated in the context of this game).
Last edited by Ozoneraxi; 5 May @ 7:23pm
Error, can't stop giving awards.
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