Bay 12 Games Forum

Other Projects => Curses => Topic started by: Little on June 15, 2012, 06:31:39 pm

Title: A Feature Idea: Prison Effects
Post by: Little on June 15, 2012, 06:31:39 pm
I think it'd add to the game to have prisons having both positive and negative events happen 'on the inside', because right now all prison does is keep you from losing your liberals. I think it'd be a nice touch for your captured comrades to pick up a point of Improvised Weapons or two, lose a point or two of heart, and have parole hearings and such. Asides from events in the justice system, a Liberal with sufficient skills in Writing could be able to do a prison biography or a manifesto, with high-persuasion liberals potentially doing interviews, etc. Perhaps events based on the severity of police/death penalty laws? I can't code, unfortunately, but I know there's some very skilled programmers on this board and I think this would be relatively low-hanging fruit compared to implementing any more complex concepts while modifying the game past adding new weapons/armours.
Title: Re: A Feature Idea: Prison Effects
Post by: Callista on June 18, 2012, 04:08:25 am
We have some of that already--conservative re-education--but I do like the idea of an expanded system.

Every month, depending on various skills, they might have a chance of doing something interesting--perhaps even recruiting sleeper prison guards, if they're persuasive or seductive yet.

How about this:
High Writing skill: May write a memoir from prison, changing public opinion of the LCS.
Low Heart: May get into a fight, sustaining injuries, being killed, or killing another prisoner (extending their sentence).
High Religion, high Wisdom: May "get religion" in prison, leaving the LCS and possibly adding Racketeering charges to their superior.
High Intelligence: May take a random college class while in prison, for free.
High Persuasion or Seduction: May recruit/seduce sleeper prison guards.
High Agility, Disguise, Stealth: A chance each month of escaping prison independently.
High Law: May be able to get death sentence commuted to life imprisonment, or shorten existing sentence.
Title: Re: A Feature Idea: Prison Effects
Post by: Soadreqm on June 18, 2012, 03:38:39 pm
High Agility, Disguise, Stealth: A chance each month of escaping prison independently.

This sounds horribly imbalanced, but I like the sound of it. :) The kind of epic-level liberal ninja that can sneak into the CIA HQ would be able to just walk out of prison. Or maybe somersault out of prison, slaying guards with a prison katana forged out of toilet paper and spit.
Title: Re: A Feature Idea: Prison Effects
Post by: Neonivek on June 19, 2012, 02:35:57 pm
I wouldn't even mind that if it is a particularly terrible prison and we are dealing with a particularly soft member... that they could be killed in jail.
Title: Re: A Feature Idea: Prison Effects
Post by: Funk on June 20, 2012, 11:15:26 am
well U.S. prisons have a lot of fights happen in them so geting attacked should be a monthy roll.

Prisoner attacks
can happen for any reason mostly fist or shiv.
have a time limit till the guards brake it up.(based on Police Regulation)
can not happen on death row as it is to well guarded(unless C+ Police Regulation)

can be lone attacker, small group(2-4) or a mob(4+)

Guard attacks
happen based on liberal crimes, lcs street rep, Police Regulation and Human Rights
can have any weapons (yes even guns, what you think Andreas Baader really shot him self? (http://en.wikipedia.org/wiki/Andreas_Baader#Death)
and your liberal is still locked in there cell so no running a way.  so don't roll too badly
sizes small group(2-4) or a mob(4+)

Sleepers
prison based sleepers can help lower the risk of attack and shorten the number of turns a fight lasts.
or thay may jump in to help even the odds.(never guard vs guard)
if  liberal is badly wounded they may get taken to the sick wing (level one)

yes life on the in side is not safe.
Title: Re: A Feature Idea: Prison Effects
Post by: Callista on June 21, 2012, 08:38:52 am
We already have a mechanic for the "being attacked by people off-screen" thing; it's used for Liberals facing mobs while causing trouble. Maybe a similar thing?
Title: Re: A Feature Idea: Prison Effects
Post by: Funk on June 23, 2012, 05:59:55 am
i was thinking more like the fight slash chase when to exit a site.
basicy the idea is to make prison an bad place to be.
Title: Re: A Feature Idea: Prison Effects
Post by: Tastysaurus Rex on June 26, 2012, 02:39:30 pm
I'm not sure how I feel about escaping prison, and ditto for recruiting sleepers, but otherwise everything Callista suggested sounds pretty cool.Like I get that prison isn't supposed to be an interesting place but even Oblivion gave you a (low) chance of picking up skills in the slammer.

Prisoner attacks sound neat too, but at least for game balance they should be few and far between. I like to be well prepared before I spring someone, so if I'm stockpiling weapons only to discover that my man tripped and hit his head six times while nobody was looking I'm gonna be somewhat put off. But maybe that's the nature of the game anyway.
Title: Re: A Feature Idea: Prison Effects
Post by: Funk on June 26, 2012, 07:10:33 pm
prison isn't supposed to be a nice place.
you sholdent get attack too often, unless every one hates the lcs and with good skill you should be able to fight off/run away from most attacks.
getting bady beatn moves down to level 1 so it will be easyer to spring.
Title: Re: A Feature Idea: Prison Effects
Post by: Callista on July 02, 2012, 01:28:28 am
Liberals with really good fighting skills should be able to easily fend off attacks, though.

If laws are moderate enough, a Liberal who has been attacked may be put into solitary to prevent him from being killed, preventing further attacks but also preventing them from getting effects related to socializing with other prisoners.
Title: Re: A Feature Idea: Prison Effects
Post by: Neonivek on July 02, 2012, 01:40:30 am
Liberals with really good fighting skills should be able to easily fend off attacks, though.

If laws are moderate enough, a Liberal who has been attacked may be put into solitary to prevent him from being killed, preventing further attacks but also preventing them from getting effects related to socializing with other prisoners.

and if they are Liberal enough a prisoner has no chance of being stabbed simply because of how perfect they are.

However there could be a chance they will be completely rehabilitated.
Title: Re: A Feature Idea: Prison Effects
Post by: Corai on July 02, 2012, 12:57:02 pm
Liberals with really good fighting skills should be able to easily fend off attacks, though.

If laws are moderate enough, a Liberal who has been attacked may be put into solitary to prevent him from being killed, preventing further attacks but also preventing them from getting effects related to socializing with other prisoners.

and if they are Liberal enough a prisoner has no chance of being stabbed simply because of how perfect they are.

However there could be a chance they will be completely rehabilitated.

They already try to turn your liberals into conservatives. Atleast during a life-sentence. Not sure about the other times.
Title: Re: A Feature Idea: Prison Effects
Post by: Neonivek on July 02, 2012, 10:33:49 pm
Liberals with really good fighting skills should be able to easily fend off attacks, though.

If laws are moderate enough, a Liberal who has been attacked may be put into solitary to prevent him from being killed, preventing further attacks but also preventing them from getting effects related to socializing with other prisoners.

and if they are Liberal enough a prisoner has no chance of being stabbed simply because of how perfect they are.

However there could be a chance they will be completely rehabilitated.

They already try to turn your liberals into conservatives. Atleast during a life-sentence. Not sure about the other times.

Ohh no you don't see. A Really liberal society will outright make your members quit the LCS.
Title: Re: A Feature Idea: Prison Effects
Post by: Hyo on July 03, 2012, 08:04:11 pm
Exactly. Liberal prisons, and sleepers in a liberal society without a certain amount of juice (100?) should start making LCS members drop out.

The lack an oppressive conservative authority should have debiliating effects on the LCS, after all - they're losing their raison d'etre.
Title: Re: A Feature Idea: Prison Effects
Post by: Megaman on July 03, 2012, 11:07:06 pm
Yeah, that sounds like a good way to make the late-game harder too.
Title: Re: A Feature Idea: Prison Effects
Post by: Neonivek on July 04, 2012, 03:07:25 am
The lack an oppressive conservative authority should have debiliating effects on the LCS, after all - they're losing their raison d'etre.

Well that and remember they are still a "Crime" Squad in a society that by all means has outdated crime. Imagine a system of effective rehabilitation.

Difficulty should be parabolic. (I've said this before)

Conservative is hard because it is hellish and brutal.
Liberal is hard because it is perfect.

Are you being sieged in a liberal society? Well obviously they use their excellent police negotiators to convince your members to stop.

In this case as we described it applies

Jails in a Concervative society are hell holes where a member is just as likely to die from the guards as they are from the inmates and regular beatings are manditory.
Jails in a Liberal society are havens of rehabilitation where even the toughest murderer finds salvation, in fact a member may develop useful job skills while inside.
Title: Re: A Feature Idea: Prison Effects
Post by: MetalSlimeHunt on July 09, 2012, 06:50:50 pm
I have spoken on both the end of the LCS's raison d'etre and the prison system before, and still support my previous suggestion on it.
Disillusionment
As the country comes closer to Liberalization, some of your liberals might begin to have....doubts about the validity of the LCS in a world so close to their ideal. The conditions for winning the game should be taken, and the percentage of those you have fulfilled applied to a Public Juice Count. At the game's start, the Public Juice Count will be in the negatives and not affect any Liberals but those who also maintain negative juice. However, once the percentage to completion raises, so will the Juice Count. When it reaches positive numbers, any Liberals who have a juice count lesser than it will occasionally approach their direct superior and point out one of the LCS's immoral actions (Using guns, killing people, rampages, "enlightenment", publishing someone's private information, flooding the city bay with nuclear waste even after nuclear power is banned, obstructing the justice system, etc). These are only "unlocked" if you've ever actually committed them, giving bonuses to things such as pacifist runs, as the LCS is more in-line with its worldview. For example:

You've told us all that we're working to eliminate guns from society and make people safe, but we shoot people to prove our point! How is this ever supposed to work!?

Success: Look, sometimes we have to make compromises for the greater good. The conservatives will shoot at us even if we don't shoot back, and if we die this has all been for nothing.
-OR-
Failure: Don't rock the boat, man. Just do as you're told.

Success: (Doubting Liberal) is satisfied for now.
-OR-
Failure: (Doubting Liberal) walks out of the safehouse in disgust

If it succeeds, the Liberal's juice is raised to the Public Juice Count's current location. If it fails, they abandon the LCS. However, the larger the disparity between the liberal's juice and the public's juice, the harder it is to convince them. At the end of the game, the Public Juice Count will be 700 Juice. This also applies to sleepers, so that would assist in making them less powerful. Finally, it can also effect the current leader of the LCS should they not have a high enough juice count, but without a superior what happens to them is different. The leader, filled with doubts, goes off on their own to soul search. The leader is transported to a random site. If the leader can commit a Liberal Action while on the site, their crisis is resolved and their juice is raised to the correct level. If they cannot, they abandon the LCS and the same events occur that do when a leader dies.

Re-education/Rehabilitation
It wouldn't be one of my LCS suggestion posts without.....a New Issue!

Prisoner Rights
C+: Prisoners have no rights whatsoever, subject to constant conservative brainwashing and abuse. (Effect: Prison is a Re-education Camp that functions the same as the one that exists now, with the addition of a check for damage every month to the already existing Juice check. Liberals who suffer too many checks in succession and don't have First Aid skill may die.)
C: Prisoners are regularly deprived of human rights and used as cheap labor for industry. (Effect: Prison is a Prison Factory that has a lesser drain on your Liberal's Heart and Juice than the Re-Education Camp. A less likely to succeed damage check is also in place.)
M: Prisoners have some guaranteed rights, but are generally not encouraged to change themselves. (Effect: Prison is Prison. Just prison, exactly like the one we have in the game now.)
L: Prisoners have the same rights as anyone else, but rehabilitory programs are limited in scope. (Effect: Prison is a Progressivist Prison. Liberals suffer a juice loss check each month equal to the Re-education Camp's.....except instead of being resisted by high Heart, it's resisted by high Wisdom. If your Liberal's juice reaches zero, they abandon the LCS. So yeah, that'll be a problem for you.)
L+: Prisoners are given comprehensive therapy and education during their term, allowing rehabilitation into happy and peaceful citizens. (Effect: Prison is a Rehabilitation Center that has a Wisdom-resisted Juice check that subtracts 300 Juice if failed. If it reaches zero Juice, the Liberal leaves the LCS.)

This makes prison a heavy threat to the LCS in Liberal law.
Title: Re: A Feature Idea: Prison Effects
Post by: Jboy2000000 on March 09, 2013, 05:03:54 am
Ok, I new a few people may be sick of me Necroing posts, but with a new version out that may have a bug fix soon, I thought Id look through the forum a little and bring up a few ideas that look good.
Title: Re: A Feature Idea: Prison Effects
Post by: Jonathan S. Fox on March 09, 2013, 06:33:07 am
Ok, I new a few people may be sick of me Necroing posts, but with a new version out that may have a bug fix soon, I thought Id look through the forum a little and bring up a few ideas that look good.

I would do this by making a new thread containing links to several older posts. Pulling the threads up to the top has a couple of negative effects -- it can confuse people into thinking that the discussion is current, and it can displace active discussions from the front page. The latter isn't as big an issue in Curses since it's quiet enough that the front page contains stale threads anyway, but it's still cleaner to link older threads rather than post in them. This also lets you quote or link to the parts of the thread you want to direct attention to more precisely.
Title: Re: A Feature Idea: Prison Effects
Post by: Jboy2000000 on March 09, 2013, 07:50:48 am
Yeah, I pretty much 86'ed the idea anyway, I couldn't find anything and my rodent attention span prevented me from looking for to long.