Author Topic: Jail Escape Roleplays - A new style is needed?  (Read 3652 times)

I believe that Jail Escapes are some of the worst servers right now. They can only be played when an admin is active and cause a lot of arguments and people loving about.
Tezuni's Jail Escape is probably one of the worst servers that does this. I see dramas every day about how crap Tezuni's server is, so for the sake of this topic, lets just pretend his server doesn't exist.

Currently, I am on Jack Noir's Jail Escape.
Not bad of a server, nice realistic build, not too many admins, a nice host.
However, the re-occurring event is inevitable with jail escapes. I am talking about of course, 'free killing'.
No matter how well administrated a server is, no matter how well built the jail is, there will ALWAYS be free killing noobs that join for one round, free kill the prisoners, then gets perma'd.

I have a solution to this problem, a solution that has been able to be made through the recent bot update.
I am talking about making bot prison guards, so every player is a prisoner (and maybe 1 player can be the 'warden' who uses events from a control tower, and uses CCTV cameras to view what's going on in his jail)

This eliminates free killing from all Jail RP's AND brings forward a new style of jail roleplays.

This idea is a concept that I have no part of, but I wouldn't mind building a jail for somebody who could edit some bots to maybe attack players instantly who carry banned weapons?


So yeah, that's my idea anyway. I believe a new style of jail role plays is needed and would improve the way they work in the blockland servers to create more fun, solid servers.

If not bots, hand-picked trusted players or admins should only be allowed as guards. That would decrease the ammount of "freekilling" tremendously imho.

If not bots, hand-picked trusted players or admins should only be allowed as guards. That would decrease the ammount of "freekilling" tremendously imho.
That still wont work, there is a difference between the human mind and a computer mind.
both holds pro's and con's, but for this instance a computer mind will be able to make educated decisions based on a script working as a "rulebook"

If not bots, hand-picked trusted players or admins should only be allowed as guards. That would decrease the ammount of "freekilling" tremendously imho.
This is what I do at mine. It works very well, but unfortunately admins don't always like being cops. Turthfully, playing as prisoner is more fun for me. Another problem is that there isn't a whole lot of people intelligent enough for the job, so the cops usually end up with overpowered weapons to make up for this, which isn't always good.
That still wont work, there is a difference between the human mind and a computer mind.
both holds pro's and con's, but for this instance a computer mind will be able to make educated decisions based on a script working as a "rulebook",
The problem I have with using bots is that they would be too easy to overcome and that they wouldn't be smart enough. For example is a prisoner is about to escape what should they do? Should they all rush to the exit, only to be killed by prisoners with grenades or even just camping?

My idea is eliminate lives, but have a decent respawn delay. That way if you do get freekilled you don't wait half an hour just to play again. Jail escapes are very hard to get right.

That still wont work, there is a difference between the human mind and a computer mind.
both holds pro's and con's, but for this instance a computer mind will be able to make educated decisions based on a script working as a "rulebook"
Nobot did this with his bots on Murder Mystery before, if you walk up to them, nothing. If you have a knife and have some distance, they have their knife. If you are too close, they charge up their knife; waiting for you.

Nobot did this with his bots on Murder Mystery before, if you walk up to them, nothing. If you have a knife and have some distance, they have their knife. If you are too close, they charge up their knife; waiting for you.
That was probably without bot holes.


I think we could actually do this. I am probably going to set this as SPO's next project (if I get acceptance from the other clan members)

I was thinking that you could make weapons incredibly obscure and hard to obtain.  mostly because it's so easy to obtain weapons in the stuffty RP's.  maybe also make it so the guards can see other's inventories, or at least detect if they have an illegal weapon.

Could you tell me what us wrong with mine so I can try to fix it?
Bots aren't smart enough to be a guard

Could you tell me what us wrong with mine so I can try to fix it?
Bots aren't smart enough to be a guard
Imho, the weapon stripper is EXTREMELY OP.
It should be replaced with some kind of inventory checker that requires you to look at your target for 3 seconds after activating.
It should tell you their inventory. :V

Imho, the weapon stripper is EXTREMELY OP.
It should be replaced with some kind of inventory checker that requires you to look at your target for 3 seconds after activating.
It should tell you their inventory. :V
i just suggested something similar.

Free killing is abiding by the rules.
Only melons think its not.

Free killing is abiding by the rules.
Only melons think its not.
You're a melon.

Reinforcements was probably my all-time favorite Jail rp.

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.

-snip-
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.