Poll

Poll #5 - "What should the prison theme be?"

Modern
20th century
Other (pls post)

Author Topic: What makes a good jail escape?  (Read 2458 times)

people seemed to like mine, you could work off it of if you wanted.
http://forum.blockland.us/index.php?topic=228061.0

weak fists - strong weapons

prisoners should be able to get like shards of metal and sticks to make knives

guards should get realistic guns because a gun is gonna kill you in like 3 shots

Alright, poll will end soon. I'm not much of a VCE person, so how could I make randomizers?

prisoners should be able to get like shards of metal and sticks to make knives

guards should get realistic guns because a gun is gonna kill you in like 3 shots
it's not like i'd spawn a gun in a random janitor's closet

but yeah i'm using the advanced weapon pack fyi

No RP. Disable damage if the prisoner has done nothing wrong.

I would have like a head warden and a head prisoner position that has to be bought with say 1000 points if you want to play it per round. Prisoner obviously gets 700 or so points for escaping, and the guards would get say, 100xAmount of prisoners, so killing everyone is a bad way of winning. Offer a steam gift or something as a reward if someone can make it for you who knows.

Another cool thing would be having lots, and i mean lots of the prison able to be broken through with chisels, obviously this would take a long time but it would mean guards have to patrol the whole grounds, and mabey an instakilling quickdraw, large cooldown shank would be cool too, so guards are always wary as forget.

No RP. Disable damage if the prisoner has done nothing wrong.
Not a good idea, lining up prisoners and shooting them to see if they take damage isnt a fun way of solving things out


Alright, poll will end soon. I'm not much of a VCE person, so how could I make randomizers?

it's not like i'd spawn a gun in a random janitor's closet

but yeah i'm using the advanced weapon pack fyi

you can make a basic randomizer by dropping projectiles (pong/radio wave) from a plate, say 12x1 flat, so they get fired down onto 1x1 studs. default bl randomly chooses where the projectile comes from, a 12x2 would give you more options and so forth

I would have like a head warden and a head prisoner position that has to be bought with say 1000 points if you want to play it per round. Prisoner obviously gets 700 or so points for escaping, and the guards would get say, 100xAmount of prisoners, so killing everyone is a bad way of winning. Offer a steam gift or something as a reward if someone can make it for you who knows.
i'm p sure i have the events, but yeah good idea

warden has increased health and shotgun, would that be good? maybe the warden would have his own office that could also include a special armory for him only that he can enter if a prisoner isn't in the room (to prevent the warden from exploiting the room). the room would also make prisoners wanted, too.

a head prisoner could have fists that do increased damage and a playersize a bit bigger than others

EDIT:

Another cool thing would be having lots, and i mean lots of the prison able to be broken through with chisels, obviously this would take a long time but it would mean guards have to patrol the whole grounds, and maybean instakilling quickdraw, large cooldown shank would be cool too, so guards are always wary as forget.
good idea, i have the chisel and blacksmith hammer




jail escapes/jail rps are so fun




I think the warden should have a more specialised role, access to a lockdown button that increases the speed of chisels but stops easy escape routes like climbing the wall or whatnot. when in lockdown the guards might have just enough time to get into vehicles and track down the escapees (who might have to run a long distance to the winning perimeter, possibly having shrubs to hide in and such but the last run to escape should be totally bare)

and solitary confinement or something, dont try to make the rp about who has the most firepower, extremely limiting the prisoners use of weapons could result in some cool strats

and being able to reward snitches or something

people like being bossed around by guards because it makes it feel more rewarding to rebel and escape/win

you can put this principle in literally any build, setting or whatever and you will have a successful jail escape

No RP. Disable damage if the prisoner has done nothing wrong.

The issue here is deliberate disobedience. If a prisoner is not heeding a guard's instructions (assuming those instructions are reasonable and don't jeopardize the prisoner), I feel that they should be killed for the current round. Then either the guards should be able to kill the prisoners (subject to abusiveness and freekilling, which is bad) or an administrator should forcekill them (would require reviewing the chat or firsthand witnessing, plus there will be times that administration is offline).

Have a rotational command system, and get environment events. In the morning, all prisoners wake up to eat at the mess hall and shower, morning time they either go to labor or they go to common area, which has a guard tower or some kind of overlook (consider guards being able to spend $ to be in sniper tower, as threat level increases rifles get bigger, .22 rifle, 5.56 rifle, 7.62 rifle), lunch time, a second period of free time, dinner and then sleep.

Each period of time would last about 3 minutes. With the use of relays and a brick timer you can create a very simple clock system. You also asked about how to randomize a variable, so I'll get to that too.
I'll explain each further below-

Code: [Select]
Randomizing a Variable with VCE:
1 [ ] onRelay Self VCESetVariable [rand] [1]
2 [1000] onRelay Self VCEModVariable [rand] [5*] [randomize]
3 [ ] onVariableUpdate self VCEifVariable [rand] [==] [1] [4-5]
4 [ ] onVariableTrue NamedBrick1** fireRelay
5 [ ] onVariableFalse self VCEifVariable [rand] [==] [2] [6-7]
6 [ ] onVariableTrue NamedBrick2** fireRelay
7 [ ] onVariableFalse self VCEifVariable [rand] [==] [3] [8-9]
8...
9..
10.
---------------
**The reason I put NamedBrick# is so you can fire the relay to another brick that would control each scenario.
*The 5 would pick a number between 1 and 5. 5 different outcomes.

Code: [Select]
Event-Driven time cycle:
1 [30000] onRelay Self fireRelay
2 [] onMinigameReset Self VCEsetVariable [Time] [0]
3 [] onRelay Self VCEmodVariable [Time] [+] [1]
4 [] onVariableUpdate Self VCEifVariable [Time] [==] [0] [5 5]
5 [] onVariableTrue miniGame CenterPrintAll [Everyone up! Mess hall is open for one hour!] [5]
6 [] onVariableUpdate Self VCEifVariable [Time] [==] [6] [7 7]
7 [] onVariableTrue miniGame CenterPrintAll [Chow times over! Mess hall is closed until lunch!] [5]
8 [] onVariableUpdate Self VCEifVariable [Time] [==] [12] [9 9]
9...
10..
11.
? [] onVariableUpdate Self VCEifVariable [Time] [==] [ 54 ] [? ?]
? [] onVariableTrue Self VCESetVariable [Time] [==] [ 0 ] [ ]
Still adding more to this ^^^ WIP

These events assume that each period of time is 3 minutes IRL, there's breakfast, common period, lunch, common period, dinner, bed. Lights out accounts for 3 periods, so in total that's 9 periods, 9*3 = 27 minutes to complete the cycles.

When you want certain things to change like prison lighting and stuff like that automatically, just include another "onVariableTrue," and make sure the box at the end of your if-then statements is numbered correctly


I might start building my own prison project... Dunno how far I could get.
« Last Edit: March 10, 2015, 02:57:39 PM by AdinX »

Black players should have stronger fists.

Jokes aside, riot shotguns, revolvers, pistols, assault rifles, and snipers seem like average prison weapons.

Maybe at the start of the round, the power goes out in the cells section, blocking off cops from the entire area for two minutes, in which prisoners are given time to plan and collaborate.

^build said generator, if prisoners can get to it through the security doors or chiseling or some stuff, they can shut it off and power goes out. At night, during a riot, lights off? sneaking out would be easy business.

Could always give the guards shawshank redemption weps like Thompsons, m1 Garand's, .38 special revolvers, Remington 870's. Seems pretty balanced to me.