Prison Architect

Prison Architect

Skynet Prison Mod Beta v0.2
Bill.Wolf  [developer] 19 Dec, 2014 @ 4:34pm
Suggestions & Ideas
Feel free to share your new ideas, and all kind of suggestions.
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Showing 1-11 of 11 comments
smalls 19 Dec, 2014 @ 8:59pm 
Adding new weapon types and new bureacracy trees to unlock the weapons would be nice.
Snowskeeper 20 Dec, 2014 @ 3:06pm 
Possibly remove tiredness from the skeleton guards, at the expense of making them less intelligent? Or make it possible to hook them into the electrical grid in order to recharge them quickly at the expense of possibly busting the grid? I dunno; doesn't seem right to have exhaustion act the same way for machines as it does for humans.
I'd also agree that, yeah, they should be deadlier in close combat than ordinary humans.
Bill.Wolf  [developer] 20 Dec, 2014 @ 3:28pm 
Unfortunately you can't change the damage, but we have set an high toughness for the terminators. If you hover with mouse over a guard you can read "out of power" and not "tired" and "recharging" not "resting", we have also changed the skin of the drinking machine into a sort of power recharger.
Snowskeeper 20 Dec, 2014 @ 3:51pm 
Originally posted by PeWSpillo2382:
Unfortunately you can't change the damage, but we have set an high toughness for the terminators. If you hover with mouse over a guard you can read "out of power" and not "tired" and "recharging" not "resting", we have also changed the skin of the drinking machine into a sort of power recharger.

Oh! ♥♥♥♥; sorry. This is what I get for not fully investigating a mod before commenting; thanks for the quick and polite reply. =D
Bill.Wolf  [developer] 20 Dec, 2014 @ 3:59pm 
No problem :sfsmug: enjoy the mod, man!
The Bro Stump 24 Dec, 2014 @ 8:05am 
First off. I like what you have done with the mod. :)
Its one of the better ones ive seen for PA. and having Arni as a armed guard is just awesome. Anyways some suggestions for ya....

I don't know if you have thought about this already but for the T-800 workers maybe have them be T-600 since the T-600 was Skynet's first true (failed) attempt at making a terminator, i thought it would make sense to have a inferor terminator to be in charge of the bulding and general labor in a skynet prison.

For the T-800 guards I understand the part of them being terminators and the need to kill the humans but I was thinking instead of carrying shotguns have them carry Plasma Batons to "better" convence the Human Rebels to work for the greater good that is Skynet. Should the Humans die because they are over work......oh well. >:D

Shotguns become a Plasma Caster with a 40 watt range. :)

The workshop I thought about it being like a flesh processing plant because Skynet needs human flesh in order to make the Arni Bots.

Last thing is for the Riot Guards. I like how they look, maybe add the sheild back and have the skynet symbol on the shield.

Keep up the good Work. :)
Bill.Wolf  [developer] 24 Dec, 2014 @ 8:19am 
Nice suggestions, i'm glad you like the mod, we removed the riot shield cause, you know, is useless for a t-1000 (the baton too) maybe we can reskin the baton in something else (like for the tazer). For the workers we need something unarmed, and the t-600 have 2 miniguns instead hands, is difficult to build with miniguns :D, so we chose to put t-800 rusted, and ruined. Now the shotguns are the miniguns. For the workshop i think we can reskin the licence plates to something else, this is a very good idea. Don't worry, the mod is not finished, but we are only two guys, a mod require some times. Thanks again for the suggestions and merry christmas mate!
Last edited by Bill.Wolf; 24 Dec, 2014 @ 8:20am
SievertChaser 16 Aug, 2016 @ 2:38pm 
Why use T-1000s for riot guard duty? There are sporadic mentions of several T-800 versions with beefed-up armour, or, you know, throw in some updated T-1s? A pair of miniguns should do.

Some of the staff can be human, the "Greys". Gardeners should be rogue roombas. I also agree with the "early version" and charging room ideas.
Cosmonium 9 Aug, 2023 @ 12:08pm 
Suggestion: FIX THE DAMN SKINS
Bill.Wolf  [developer] 10 Aug, 2023 @ 4:35am 
Originally posted by Cosmonium:
Suggestion: FIX THE DAMN SKINS
This mod is no longer supported.
Cosmonium 8 Sep, 2023 @ 4:29pm 
Originally posted by Bill.Wolf:
Originally posted by Cosmonium:
Suggestion: FIX THE DAMN SKINS
This mod is no longer supported.
awh
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