Blockland Forums > General Discussion
Jail Escape Roleplays - A new style is needed?
<< < (3/5) > >>
Igloos:
Free killing is abiding by the rules.
Only melons think its not.
Reinforcements:

--- Quote from: Igloos on March 29, 2013, 12:31:14 PM ---Free killing is abiding by the rules.
Only melons think its not.

--- End quote ---
You're a melon.
Badger:
Reinforcements was probably my all-time favorite Jail rp.
Conan:
the whole issue with this "style" is the "roleplay" element: there's no way to enforce this and it usually ends up with prisoners wandering around, and no actual roleplay is conducted.

I've said this before: there should be more Jail Escapes where the guards are allowed to kill prisoners on sight. Pload's jail escape pinpointed the idea down very well: Guards have limited range they can cover, but are armed with powerful weapons, forcing prisoners to really work together in order to break out; ie, group rushes to a tower and take it down, or group rushing to the exit hole and breaking it open. Trying to set rules of when guards can and cannot kill prisoners unnecessarily complicates things and makes it difficult to follow along. When there are no rules except for unbreakable bounds, there's no requirement for admins to be there.

Jail escapes thus ideally should be:
1) a sort of TDM, but with each team playing specific roles (guards: kill/capture prisoners, prisoners: escape/kill guards)
2) give each team access to different areas (prisoners: hallways and rooms that guards can't access; guards: visual coverage of a large area/restricted areas prisoners can't access) while having about 40-60% of the area overlap, which would be the site of most combat/conflict.
3) clearly define rules and abilities that don't depend on the player willfully following them. Example: blocking off illegal areas with bricks.
4) have team imbalances, but also have the build even it out. Last time I checked jails held considerably more prisoners than guards. However, guards also have access to cameras and weapons straight out from the beginning, giving them some advantage even though they are lacking in numbers.

in fact this spring break I might go and make a prison escape if I have the chance. I recently had an idea regarding the panopticon.
Setro:

--- Quote from: Eatyourham on March 29, 2013, 08:46:54 AM ----snip-

--- End quote ---
Even better.
Download the invincible playertype add-on, then set the prisoner's playertypes to it in slayer (or team deathmatch).
Then, put zone bricks in the vents, tunnels, etc. And if there is a toilet or something that gives a weapon, apply the onactivate event to that. Make all the output events change the datablock to the no-jet playertype. You're welcome.
Navigation
Message Index
Next page
Previous page

Go to full version