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That OTHER Security Remap


Susan

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The old brig is shit. Not pleased with the opinions that shaped the new one, either, so as a sec regular I decided to try my hand at it and make a very uguu brig.


Communal brig for added boners. GET OUTTA HERE CELLS. Now all the scum can get together and partay like its 1999.

 

IMCJwpc.png

 

Communal brig functionality:


Perma and temporary prisoners are in the same area for roleplay. Timers can have names put on them and click down, reminding you who is who and how long they're in there.


Cell doors to the communal area can be bolted for transfers of prisoners, and wall-mounted flashes make cell extraction easy.


Communal area can be knock-out gassed.


Infirmary has direct access to communal brig to treat wounded as well as outside access to medical personnel so they need not be let inside.


Warden office is central and oversees cells + meeting area.


Probably going to add a visitation room somewhere so people can visit their nerd friends in jail.


That's pretty much it right now. Gonna tidy it up when I get home from school tonight.

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I don't understand why this is a thread when you could've posted it in Jamini's

 

Because:

 

Since we keep getting threads containing multiple suggestions, I've had to make this.


One thread per suggestion. Mixing multiple ideas into one thread actulally makes managing this forum or deciding what to add more difficult to manage.


Check to make sure the suggestion hasn't been done before making a new thread.


Don't respond to idea's with gif's, provide reasons on why you like an idea or not.


This is not a voting system, +/-1 will be removed from posts.


Please don't title the thread in all capitals.

 

It is now condensed to a separate thread and is less cumbersome to sort through.


I for one happen to like this new map. It's tons more secure now, and communal brig is an awesome idea.


Edit: Actually, wait. Why is the warden's office so far away from the armory again. Nooooo.

Edited by Guest
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The fact that MUH RANGE is back, the permabrig is gone, and the armory looks a good deal more secure- it has my vote. The more robust lab, the return of the infirmary, and the overall excellent use of space (as opposed to having weird as fuck hallways in weird as fuck places), this remap absolutely gets my vote. Keep it it, man.

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Hmm... I like this one too.


I do see a few issues with it though:

 

  • The infirmary is quite large, and it's literally right across the hall from medical. I'm not sure I see the point.
  • The communal / permabrig is cool, but if it's composed of rwalls then it loses a lot of it's appeal. Placed like that, its effectively impossible to break out of, as any exterior access will be through either another rwall or a sec-door.
  • The three and four unit thick rwalls defending the isolation and insanity cells are probably excessive, as is that enormous 4x7 chunk of rwalls between the range and the armory. That area could be repurposed somehow by dropping the wall thickness to one on the interior and shifting everything to port by one unit.
  • The detective's office could use maintenance access.
  • I'm sure you're already on this, but without at least a few sets of airlocks, that connected central hallway will be a death-trap if anyone breaches anything, and will take forever to refill.

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Breaking anyone out of that brig would be hell.


The CSI lab is massive. That's more real-estate for a single slot job than any other. Tons of space for a single guy. Why?

 

It's the same size as it was prior to map change, save for the lab which is larger. Frances laid out the groundwork, am going to make it smaller.


Also, you're implying it's easy to break them out now. Just get a block of C4 and destroy a wall or door here. Freedom.

 

Hmm... I like this one too.


I do see a few issues with it though:

 

  • The infirmary is quite large, and it's literally right across the hall from medical. I'm not sure I see the point.
  • The communal / permabrig is cool, but if it's composed of rwalls then it loses a lot of it's appeal. Placed like that, its effectively impossible to break out of, as any exterior access will be through either another rwall or a sec-door.
  • The three and four unit thick rwalls defending the isolation and insanity cells are probably excessive, as is that enormous 4x7 chunk of rwalls between the range and the armory. That area could be repurposed somehow by dropping the wall thickness to one on the interior and shifting everything to port by one unit.
  • The detective's office could use maintenance access.
  • I'm sure you're already on this, but without at least a few sets of airlocks, that connected central hallway will be a death-trap if anyone breaches anything, and will take forever to refill.

-Infirmary is elongated but not super large. I might just put visitation in there and move it elsewhere. The point is you would be surprised how slow medical can be sometimes.

-Well placed C-4. That's how it was with the cells before, how it's always been. R-Walls have always been used on cells and permawing.

-R-Wall thickness is unintended and can be fixed.

-Firelocks eventually.

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They've always been used for cells because in previous maps, all cells have had some kind of exterior access. In this brig, the cells do not. They exit into the communal brig area, other cells, or security hallways.


In addition, it's going to be tricky for security to keep track of what's going on in that brig without windows. I recommend going heavy on the electrified glass windows, and light on the rwalls. It'll be better for both prisoners and security.

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I'd simply like to point out most break outs I've seen involve breaking into the brig by force and either neutralizing the warden or stealing their ID. Very rarely do the cell walls get C4'd, and if so, the easiest way to do it would be to replace the infirmary by a visitation room (because sec frankly doesn't need an infirmary when it's this close to medbay, or it can be stashed somewhere else.)

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That's essentially what I had done. The communal brig was bigger and didn't have the infirmary (which could be moved - if it's main purpose is to provide sec with something when doctors suck too much to come, then it's not that crucial for doctors to have instant access). I also scrapped holding to have a visitation area/window, but I'm not sure if we might want to keep holding instead. I feel like giving permabrig a window onto the lobby might be more important.


Sometimes I just wish we had the Baystation map because ours is plain weird in comparison.

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I like this. Although I wish the communal area was more visible to visitors. It looks like the visitors can kind of see through the entrance, but only through a door and another window.


Also, how is the access of every prisoner to their respective cell handled, if at all? I wouldn't want to be brigged for trespassing next to a guy who just committed murder, and him being able to walk into my cell while I take a nap. Maybe assign an ID to each detainee that grants them access to their own cell? I think it'd be cool. You get processed, and an ID is assigned to you that will only open your own cell. At the end of your sentence, you return it.

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the id thing would require some weirdness though. Either it'd mean they have to program in new permissions slots for cell 1/2/3/4 then make sure to give them to all security people, or they'd have to use some funky substitution method like making one cell mapped to 'science' and another 'cargo' and having cell 1 have only science access, while the door is science OR security or something

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ab2f4b09b2.png

 

Nothing as fancy as prisoner IDs.


Murderers and hooliganism will be in the same cell and block. Dangerous people can be segregated via locked-down external access or isolation.


Warden has a prison wing panic button that locks it all down. Each cell has an individual lock to prevent from going into communal area or re-entering for cell extractions and the like.

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Murderers and hooliganism will be in the same cell and block. Dangerous people can be segregated via locked-down external access or isolation.

 

Having seen this in action: If your warden is not literally 100% on point this does not work well at all. You end up with people permabrigged for hooliganism and murderers killing other inmates. It's really not as good of an idea as it sounds.


Take the current permabrig events that normally happen, multiply them by three, and double the number of people there who are not security. That is what you are proposing.

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Again, my only complaint is that there's no way to see the prisoners from the lobby. Even after playing sec for months I don't know how important temporary holding really is, so I'd propose to scrap it (or move it to the other hall entrance), and replace it/the visitation room with an extended brig area that has windows on the lobby.


Visitation just isn't the same, because it requires you to be let into the security wing, and I can think of a lot of instances where security is too busy or unwilling to get you in. Being able to just walk up to the brig area is much better, no?

 



Also

murderers killing other inmates

Dangerous people can be segregated via locked-down external access or isolation.

Doesn't that take care of it? Prisoners getting into fights would actually give the warden something to do, and there's various ways for security to neutralize these people. Players going too ham in the brig for no valid reason would end up being punished by admins, as they already are when they do ridiculous stuff anywhere else.

Edited by Guest
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Baystation has at least double the shitters we do which includes their regulars. I am disinclined to use them as an example because not only did they nerf security and security weapons into the ground but their playerbase has a pro-chaos, pro-antag anti-security mentality so bloodbaths in prison don't surprise me.


Gank still applies to prisoners.

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Baystation has at least double the shitters we do which includes their regulars.

 

Eh, not really. Aurora regulars are actually far more inclined to violence than Bay regulars from my experience with both servers. Baymins tend to hand out bans and jobbans much quicker as a whole than Aurora as well. You are biased and haven't played there in some time.


If anything, our security are just more likely to shoot you. Nothing else really.

 



 

Also, the warden rarely has "nothing to do" if they are actually doing their jobs. Paperwork, armory handling, managing brig supplies and maintenance, and prisoner handling. If anything I tend to see them need help more than anything else.

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As a regular security player, I can say that unruly prisoners that don't end up in isolation/banned are a rare occurrence. Most prisoners are perfectly capable of behaving themselves, and I'd have no issue with seeing them put in a communal brig.

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The brig is still impenetrable. It's nice, and probably how I'd design something if my goals were to really prevent people from escaping, but escaping is very important to this game. It is too difficult already, and this will make it nearly impossible to do with stealth or subtlety. The only way I can see for springing someone is to burn/bomb your way in through the visitation area, but you'd better time it almost perfectly because the AI can lock you out of the brig proper with the airlock.


Even then, there's nowhere to run without having to cover an enormous amount of distance. If you're a newcop and you're trying to get a captured team member out into the relative safety of space, this map makes that pretty much impossible without disabling security entirely.

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As a regular security player, I can say that unruly prisoners that don't end up in isolation/banned are a rare occurrence. Most prisoners are perfectly capable of behaving themselves, and I'd have no issue with seeing them put in a communal brig.

 

We do get certain regulars that need to be kept on their own.

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We do get certain regulars that need to be kept on their own.

Solitary exists for that. It's pretty simple: you beat someone up in prison, you get sent to solitary. Permabrig pretty much works the same way currently.


Which regulars are you referring to?

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