Post by Feenixfire Lockheart on May 9, 2015 5:48:53 GMT
(( Thanks to user Shadowstrike and other people for coming up with this system. This thread will be sticked and locked, if you have any suggestions, please add them to the original thread here --> transformersgalaxyrp.freeforums.net/post/12279/thread
Thank you! ))
This is a work in progress project compiling the ideas from a number of forum members to design a balanced and enjoyable prison system. Please be aware you can comment on any section of the prison system as nothing is set in stone.
This part of the thread is to explain the base relocation or prison transportation system. Will reading the skill system you may have realised that the bases location must be re-triangulated every time an attack has occurred beforehand. The simple reason for this is because the base is no longer in the exact location that it was originally in. In other words the base has moved. The way this is possible is that both the Autobots and Decepticons have chosen wide expanses such as a desert in the case of the Decepticons and the Antarctic in the case of the Autobots.
Although it's unimportant the general idea is a number of caverns have been created with a groundbridge beacon that allows the prison to teleport from one location to another. However for fairness reasons OOC a prison may only teleport after they have either repelled the attackers or the rescuers have been successful.
In general this results in a pattern of triangulate prison, attack prison, prison is relocated, prison is triangulated again.
Thank you! ))
This is a work in progress project compiling the ideas from a number of forum members to design a balanced and enjoyable prison system. Please be aware you can comment on any section of the prison system as nothing is set in stone.
Purpose of the Prison System
The suggested prison system is designed to replace the current base brig system that is used by both side, this will allow factions to rescue captured team-mates what is currently impossible as assaulting an opposing home base is not allowed. These would replace the brigs for all prisoners including low ranking and high ranking faction members.
Although both prisons are situated in different locations and may have different internal layouts functionally they are mirrors each other.
Layout
Maximum security cells - Maximum security cells are designed to hold the most dangerous prisoners in the entire prison. Due to this it is also the most heavily guarded area in the prison, prisoners are rarely allowed out of their cells except for interrogation or other similar tasks. On most occasions OC's will be placed in this section of the prison. The cell is created with three energised metal walls which provide debilitating zaps to prevent users from punching dents in them will the access point if formed through a laser grid. If the power generator is destroyed then the laser grid and energised walls will be deactivated although each cell door will be replaced by a heavy blast door. However security defences such as turrets will be completely deactivated. [Detection rating = 10]
Low security cells - The low security cells are designed to hold the less dangerous or "important" masses that have been captured. In contrast to the maximum security cells defences are relatively light as only a number of defences are located within most commonly in the form of turrets although their is a number of guards situated around the area. Generally these cells hold standard neutrals and low ranking OC's/Canons as well as most generics. The cells themselves are more like pens holding dozens of soldiers in a single cell which is created of four walls and a single blast door. Prisoners are singled out from the masses through the use of a modified tractor beam that can forcefully push other prisoners away from the selected target. When the power generator is deactivated the security defences such as turrets will be completely deactivated as well. [Detection rating = 7]
Groundbridge Jammer - The groundbridge jammer is a device that creates a gateway that blocks all groundbridge signals except for ones on a certain frequency, and those that are one said frequency are herded to open in a pre-designated spot, despite it’s target unless it is out of the radius of the jammer. Unfortunately the jammer is two way, meaning one would have to be on the entry frequency to leave. The jammer’s radius reaches over double the prison’s actual size, in an attempt to stop possible break-ins happening straight away and under their defences. [Detection rating = 5]
Groundbridge Platform - Due to the groundbridge jammer effectively blocking off most groundbridge signals a hardwired groundbridge is located within the prison, this channels all groundbridge users with authorised frequencies to the same room which is heavily guarded through a number of defences. In addition to ensuring groundbridge users are able to access the prison any prison staff leaving must use this groundbridge platform. [Detection rating = 7]
Armoury - The armory is where the confiscated weapons of the inmates are stored. All are kept in small metal boxes which are housed in a large storage unit that uses a system to deliver the stored equipment using a touchpad with a search function. However, in order to activate the system requires optical recognition of one of the guards, making it a hard task for an escaped prisoner to gain back their tools. [Detection rating = 8]
Med bay - There to fix things up, don’t confuse this medbay for others as it’s not exactly the lovey dovey environment you might expect. The medbay is where bots are nursed back to health, whether they like it or not. Removal of weapons, or other extremities that could prove dangerous to prison staff or give inmates a chance of escape occurs here, as does the energon force feeding for those inmates with those kinds of ideas. [Detection rating = 8]
Interrogation Cells - These cells are for Mechs and femmes who are believed to hold valuable information that requires extracting. These cells have one way sound locks to demoralise prisoners who can here any potential screams if the situation turns into torture, their is a single entrance for prisoners and interrogators to enter. Within the Cells include a large desk, a couple of chairs and shackles in the middle of the table. The door is Keypad locked. Every cell has a different code. For guards here, they have a chart for each cell number. [Detection rating = 5]
Warden's office - The Wardens office is a Warden-only area, unless someone is permitted entry with the Keycode. Only the Selected few have the code to enter. From here there is a microphone connected to a PA system that turns throughout the prison. This system can be activated to send messages throughout the base. There is also a terminal linked directly to all the camera's within the prison to display everything. [Detection rating = 9]
Comms tower - Constructed as the tallest structure within the prison the comms tower is divided into two sections; the spire and the control room. The spire reaches far up towards the sky and is filled with a number of communication systems designed to intercept all transmissions and boost certain frequencies such as emergency channels to the faction base. Down below at the bottom of the spire is situated the control room with a number of staff members ensuring that the prison staff are coordinated and enemy operatives using comm systems are incapable of catching them by surprise. On the other hand if enemy operatives capture the control room they can effectively track all prison staff manoeuvres through a comm system. [Detection rating = 7]
Power Generator - The Power generator provides power to the entire prison through a single power core. This power generator can only be activated, and deactivated safely by an override code only selected guards or the Warden has. The door is locked by a Key-code so only guards may enter. Despite this it is possible to reach the power core through melting or busting through the blast doors with the correct tools or firepower. Similarly the core can be exploded to deactivate it however the resulting explosion would fry EVERYTHING in the room. [Detection rating = 9]
Shield Generator - The shield generator runs off of power separate from the prison’s main power supply, having a smaller generator placed adjacent to it. It creates two shields, one tight to the prison’s outer walls and one larger than it that reaches roughly 20 meters over the prison. They use technology that creates a one way shield so the prison defences can fire out, but things cannot be fired in. The outer shield has slightly more endurance than the inner one, being able to take a lot more hits. These shields can however passed through by cybertronians. Like the power generator this can be similarly deactivated. [Detection rating = 8]
Solitary Confinement Cells/Security Housing Units - The SHU's are located in a secluded area within the prison as cells are designed to isolate prisoners from all around them through the use of a one way see-through security door and sound proofing. At times prisoners are kept for so long that they completely forget which wall is actually the exit. Designed as a punishment for Cybertronians found breaking prison rules these cell's as such provide maximum security and on some occasions even double as torture chambers. [Detection rating = 10]
Special Containment Unit (SCU'S) - SCU's are the “special” cells, where inmates with abilities that cannot be removed are kept. These cells are catered specifically to hold the prisoner within it, and uses a system in which technology can be implemented to neutralise any special attributes the inmate may have. [Ex Outliers] [Detection rating = 9]
Defences
The prison defences are mainly mentioned in Skyspray's army thread located here: transformersgalaxyrp.freeforums.net/thread/695/armies-factions
Notable defences not mentioned in that thread include;
Light Defence Turrets: Equipped with scrapmakers the light defense turrets are slow to reach their maximum rate of fire but once at full speed they are capable of ripping through the sturdiest of warriors. However in most cases LDT's are rather useless against a well prepared attacker as their armour plating is easily penetrated alongside their targeting reticle what usually only requires a single shot to deactivate. Furthermore the firewalls on these devices can be easily overcome by a talented infiltrator. These turrets are located in all areas of the base.
Heavy Defence Turrets: The HDT is equipped with quad-barrelled cannons capable of easily destroying mass hordes of unprepared or foolish attackers. Although slower than the LDT's they pack a much stronger punch than LDT's. Importantly they are heavily reinforced to sustain additional damage made all the more important by the fact that the turret is equipped with a temporary overshield that must be overloaded from continued fire before damage can be dealt to the turret itself. Furthermore the firewalls on these devices are more secure although if a user is capable of finding a safe spot to hack from they can be slowly hacked although this would require teammates to protect them. These turrets only located in the SHU's, Maximum Security Cells and Warden's Office.
Heavy Missile Defence Turrets: Designed to suppress larger forces the HMDT's are a number of turrets equipped with some form of missiles in most cases heavy repeating thermo-rocket launchers. These are the slowest firing but strongest hitting of the Turret variants. They are also a variation of the standard HDT's sharing similar defence qualities. These turrets are only located in the SHU's and Maximum Security Cells.
Heavy Laser Defence Turrets: Designed to shred infantry to pieces the HLDT's are twin barrelled Lancer cannons capable of concentrating directed and constant energy beams at targets. It is common practice to find cover if these turrets lock on as their direct connection to the bases power supply allows them to reach energy levels usually considered unsustainable. They are also a variation of the standard HDT's sharing similar defence qualities. These turrets are only located in the SHU's and Maximum Security Cells.
The prisons
Autobot Prison [White Dawn] - Located somewhere in Antarctica the Autobot prison is hidden within a glacier.
Decepticon Prison [Last Spark] - Located somewhere in the Sahara desert the Decepticon prison is hidden underground.
Decepticon Prison [Last Spark] - Located somewhere in the Sahara desert the Decepticon prison is hidden underground.
Although both prisons are situated in different locations and may have different internal layouts functionally they are mirrors each other.
Layout
Maximum security cells - Maximum security cells are designed to hold the most dangerous prisoners in the entire prison. Due to this it is also the most heavily guarded area in the prison, prisoners are rarely allowed out of their cells except for interrogation or other similar tasks. On most occasions OC's will be placed in this section of the prison. The cell is created with three energised metal walls which provide debilitating zaps to prevent users from punching dents in them will the access point if formed through a laser grid. If the power generator is destroyed then the laser grid and energised walls will be deactivated although each cell door will be replaced by a heavy blast door. However security defences such as turrets will be completely deactivated. [Detection rating = 10]
Low security cells - The low security cells are designed to hold the less dangerous or "important" masses that have been captured. In contrast to the maximum security cells defences are relatively light as only a number of defences are located within most commonly in the form of turrets although their is a number of guards situated around the area. Generally these cells hold standard neutrals and low ranking OC's/Canons as well as most generics. The cells themselves are more like pens holding dozens of soldiers in a single cell which is created of four walls and a single blast door. Prisoners are singled out from the masses through the use of a modified tractor beam that can forcefully push other prisoners away from the selected target. When the power generator is deactivated the security defences such as turrets will be completely deactivated as well. [Detection rating = 7]
Groundbridge Jammer - The groundbridge jammer is a device that creates a gateway that blocks all groundbridge signals except for ones on a certain frequency, and those that are one said frequency are herded to open in a pre-designated spot, despite it’s target unless it is out of the radius of the jammer. Unfortunately the jammer is two way, meaning one would have to be on the entry frequency to leave. The jammer’s radius reaches over double the prison’s actual size, in an attempt to stop possible break-ins happening straight away and under their defences. [Detection rating = 5]
Groundbridge Platform - Due to the groundbridge jammer effectively blocking off most groundbridge signals a hardwired groundbridge is located within the prison, this channels all groundbridge users with authorised frequencies to the same room which is heavily guarded through a number of defences. In addition to ensuring groundbridge users are able to access the prison any prison staff leaving must use this groundbridge platform. [Detection rating = 7]
Armoury - The armory is where the confiscated weapons of the inmates are stored. All are kept in small metal boxes which are housed in a large storage unit that uses a system to deliver the stored equipment using a touchpad with a search function. However, in order to activate the system requires optical recognition of one of the guards, making it a hard task for an escaped prisoner to gain back their tools. [Detection rating = 8]
Med bay - There to fix things up, don’t confuse this medbay for others as it’s not exactly the lovey dovey environment you might expect. The medbay is where bots are nursed back to health, whether they like it or not. Removal of weapons, or other extremities that could prove dangerous to prison staff or give inmates a chance of escape occurs here, as does the energon force feeding for those inmates with those kinds of ideas. [Detection rating = 8]
Interrogation Cells - These cells are for Mechs and femmes who are believed to hold valuable information that requires extracting. These cells have one way sound locks to demoralise prisoners who can here any potential screams if the situation turns into torture, their is a single entrance for prisoners and interrogators to enter. Within the Cells include a large desk, a couple of chairs and shackles in the middle of the table. The door is Keypad locked. Every cell has a different code. For guards here, they have a chart for each cell number. [Detection rating = 5]
Warden's office - The Wardens office is a Warden-only area, unless someone is permitted entry with the Keycode. Only the Selected few have the code to enter. From here there is a microphone connected to a PA system that turns throughout the prison. This system can be activated to send messages throughout the base. There is also a terminal linked directly to all the camera's within the prison to display everything. [Detection rating = 9]
Comms tower - Constructed as the tallest structure within the prison the comms tower is divided into two sections; the spire and the control room. The spire reaches far up towards the sky and is filled with a number of communication systems designed to intercept all transmissions and boost certain frequencies such as emergency channels to the faction base. Down below at the bottom of the spire is situated the control room with a number of staff members ensuring that the prison staff are coordinated and enemy operatives using comm systems are incapable of catching them by surprise. On the other hand if enemy operatives capture the control room they can effectively track all prison staff manoeuvres through a comm system. [Detection rating = 7]
Power Generator - The Power generator provides power to the entire prison through a single power core. This power generator can only be activated, and deactivated safely by an override code only selected guards or the Warden has. The door is locked by a Key-code so only guards may enter. Despite this it is possible to reach the power core through melting or busting through the blast doors with the correct tools or firepower. Similarly the core can be exploded to deactivate it however the resulting explosion would fry EVERYTHING in the room. [Detection rating = 9]
Shield Generator - The shield generator runs off of power separate from the prison’s main power supply, having a smaller generator placed adjacent to it. It creates two shields, one tight to the prison’s outer walls and one larger than it that reaches roughly 20 meters over the prison. They use technology that creates a one way shield so the prison defences can fire out, but things cannot be fired in. The outer shield has slightly more endurance than the inner one, being able to take a lot more hits. These shields can however passed through by cybertronians. Like the power generator this can be similarly deactivated. [Detection rating = 8]
Solitary Confinement Cells/Security Housing Units - The SHU's are located in a secluded area within the prison as cells are designed to isolate prisoners from all around them through the use of a one way see-through security door and sound proofing. At times prisoners are kept for so long that they completely forget which wall is actually the exit. Designed as a punishment for Cybertronians found breaking prison rules these cell's as such provide maximum security and on some occasions even double as torture chambers. [Detection rating = 10]
Special Containment Unit (SCU'S) - SCU's are the “special” cells, where inmates with abilities that cannot be removed are kept. These cells are catered specifically to hold the prisoner within it, and uses a system in which technology can be implemented to neutralise any special attributes the inmate may have. [Ex Outliers] [Detection rating = 9]
Defences
The prison defences are mainly mentioned in Skyspray's army thread located here: transformersgalaxyrp.freeforums.net/thread/695/armies-factions
Notable defences not mentioned in that thread include;
Light Defence Turrets: Equipped with scrapmakers the light defense turrets are slow to reach their maximum rate of fire but once at full speed they are capable of ripping through the sturdiest of warriors. However in most cases LDT's are rather useless against a well prepared attacker as their armour plating is easily penetrated alongside their targeting reticle what usually only requires a single shot to deactivate. Furthermore the firewalls on these devices can be easily overcome by a talented infiltrator. These turrets are located in all areas of the base.
Heavy Defence Turrets: The HDT is equipped with quad-barrelled cannons capable of easily destroying mass hordes of unprepared or foolish attackers. Although slower than the LDT's they pack a much stronger punch than LDT's. Importantly they are heavily reinforced to sustain additional damage made all the more important by the fact that the turret is equipped with a temporary overshield that must be overloaded from continued fire before damage can be dealt to the turret itself. Furthermore the firewalls on these devices are more secure although if a user is capable of finding a safe spot to hack from they can be slowly hacked although this would require teammates to protect them. These turrets only located in the SHU's, Maximum Security Cells and Warden's Office.
Heavy Missile Defence Turrets: Designed to suppress larger forces the HMDT's are a number of turrets equipped with some form of missiles in most cases heavy repeating thermo-rocket launchers. These are the slowest firing but strongest hitting of the Turret variants. They are also a variation of the standard HDT's sharing similar defence qualities. These turrets are only located in the SHU's and Maximum Security Cells.
Heavy Laser Defence Turrets: Designed to shred infantry to pieces the HLDT's are twin barrelled Lancer cannons capable of concentrating directed and constant energy beams at targets. It is common practice to find cover if these turrets lock on as their direct connection to the bases power supply allows them to reach energy levels usually considered unsustainable. They are also a variation of the standard HDT's sharing similar defence qualities. These turrets are only located in the SHU's and Maximum Security Cells.
Prison Rules
Stats System
Captured victims
Captured users can attempt to escape at any time, however if a user desires to escape they are expected to detail their attempt in a well developed manner. If they are found to escape within a single post or numerous one liners then a staff member is given permission to invalidate their escape. Similarly if a user escapes through a logic defying attempt or neglects a prisons defences the escape may be invalidated. This is to enforce that escaping from inside should be a difficult and respectable accomplishment.
Upon failing an escape attempt it is the other factions decision on what to do with the player including beating a prisoner half to death or intensive torture. Under no circumstances are the faction allowed to kill the prisoner without their permission.
If a captured user has not been interacted with for an entire week then they are given permission to freely escape if they so desire, this is to ensure captured users are not forgotten and left to rot. However if the user has not attempted to rp for an entire week then they will not receive this chance for a free escape.
Rescue Team
Rescue teams must correspond of at minimum three OC's from different players. On the other hand the minimum is five OC's if a player decides to attempt the rescue himself, this is to encourage teamwork and organisation.
In addition upon planning a rescue operation neither prisons location is actually known therefore the rescue team is allowed to spontaneously find the prison. Rather they must triangulate the bases location, this is done through a skill system in which characters with a 7+ rating in either tech skill or intelligence may find the base in a certain amount of well developed posts.
10 = 5 posts, 9 = 7 posts, 8 = 10 posts, 7 = 15 posts.
If a characters tech skill and intelligence is below 7 then they are incapable of finding the base and must rely on other team-mates to assist them. (This skill system may be integrated into other sections of the prison system to encourage having a number of varied players.) Once found the prisons location is only known for a maximum of a week before it will automatically move in which case users will need to triangulate the new location.
Both prison systems use a groundbridge jamming system and as such a rescue team cannot instantly groundbridge near to the location, rather they must groundbridge at minimum two posts (per member) away from the prison. So if there's three team members then they are expected to be at least six posts made before they reach the outside of the prison. (This may be changed however to integrate a skill system focusing on speed.) Although their is a groundbridge jammer the prison has it's own hardwired groundbridge and therefore members of the faction's prison can spawn directly into the prison.
Captured users can attempt to escape at any time, however if a user desires to escape they are expected to detail their attempt in a well developed manner. If they are found to escape within a single post or numerous one liners then a staff member is given permission to invalidate their escape. Similarly if a user escapes through a logic defying attempt or neglects a prisons defences the escape may be invalidated. This is to enforce that escaping from inside should be a difficult and respectable accomplishment.
Upon failing an escape attempt it is the other factions decision on what to do with the player including beating a prisoner half to death or intensive torture. Under no circumstances are the faction allowed to kill the prisoner without their permission.
If a captured user has not been interacted with for an entire week then they are given permission to freely escape if they so desire, this is to ensure captured users are not forgotten and left to rot. However if the user has not attempted to rp for an entire week then they will not receive this chance for a free escape.
Rescue Team
Rescue teams must correspond of at minimum three OC's from different players. On the other hand the minimum is five OC's if a player decides to attempt the rescue himself, this is to encourage teamwork and organisation.
In addition upon planning a rescue operation neither prisons location is actually known therefore the rescue team is allowed to spontaneously find the prison. Rather they must triangulate the bases location, this is done through a skill system in which characters with a 7+ rating in either tech skill or intelligence may find the base in a certain amount of well developed posts.
10 = 5 posts, 9 = 7 posts, 8 = 10 posts, 7 = 15 posts.
If a characters tech skill and intelligence is below 7 then they are incapable of finding the base and must rely on other team-mates to assist them. (This skill system may be integrated into other sections of the prison system to encourage having a number of varied players.) Once found the prisons location is only known for a maximum of a week before it will automatically move in which case users will need to triangulate the new location.
Both prison systems use a groundbridge jamming system and as such a rescue team cannot instantly groundbridge near to the location, rather they must groundbridge at minimum two posts (per member) away from the prison. So if there's three team members then they are expected to be at least six posts made before they reach the outside of the prison. (This may be changed however to integrate a skill system focusing on speed.) Although their is a groundbridge jammer the prison has it's own hardwired groundbridge and therefore members of the faction's prison can spawn directly into the prison.
Stats System
Strength and Melee: These two stats are used to determine the time it would take a player to open a blast door in which the users behind it are considered V.I.P's, these are characters who they do not desire to injure for example prisoners. The stat to post ratio is as follows: 0-3 = 5 posts, 4-5 = 4 posts, 6-8 = 3 posts, 9 = 2 posts, 10 = 1 post. (The players ability to open the door is determined on their best skill so if their melee is 4 and their strength is 9 they'll use the strength stat.)
Dexterity: Determines the players ability to sneak around a base, every location has a minimum detection rating and if a characters dexterity is not equal or above the detection rating then they will be located. In other words large lumbering giants with poor dexterity aren't going to be part of a stealth rescue.
Intelligence and Tech Skill = These two stats are used to determine a players ability to triangulate the prisons location. Specifically a player must have at least a rating of seven in one of these stats if they are to find the prison any lower and it is impossible to find. The skill to post ratio is as follows: 7 = 15 posts, 8 = 10 posts, 9 = 7 posts, 10 = 5 posts. WARNING: If this is not done then the rescue attempt will be voided. In addition this must be done every time a base relocates.
Firepower = This stat is used to determine the time it would take a player to open a blast door in which whatever is behind it is considered unimportant or worth damaging, for example: enemy guards. The stat to post ration is as follows: 1-2 = 8 posts, 3-4 = 6 posts, 5-6 = 3 posts, 7-8 = 2 posts, 9-10 = 1 post. (If you use this stat to open a door with prisoners you are trying to rescue it is VERY likely they will be injured in the process.)
Dexterity: Determines the players ability to sneak around a base, every location has a minimum detection rating and if a characters dexterity is not equal or above the detection rating then they will be located. In other words large lumbering giants with poor dexterity aren't going to be part of a stealth rescue.
Intelligence and Tech Skill = These two stats are used to determine a players ability to triangulate the prisons location. Specifically a player must have at least a rating of seven in one of these stats if they are to find the prison any lower and it is impossible to find. The skill to post ratio is as follows: 7 = 15 posts, 8 = 10 posts, 9 = 7 posts, 10 = 5 posts. WARNING: If this is not done then the rescue attempt will be voided. In addition this must be done every time a base relocates.
Firepower = This stat is used to determine the time it would take a player to open a blast door in which whatever is behind it is considered unimportant or worth damaging, for example: enemy guards. The stat to post ration is as follows: 1-2 = 8 posts, 3-4 = 6 posts, 5-6 = 3 posts, 7-8 = 2 posts, 9-10 = 1 post. (If you use this stat to open a door with prisoners you are trying to rescue it is VERY likely they will be injured in the process.)
Prison transportation
This part of the thread is to explain the base relocation or prison transportation system. Will reading the skill system you may have realised that the bases location must be re-triangulated every time an attack has occurred beforehand. The simple reason for this is because the base is no longer in the exact location that it was originally in. In other words the base has moved. The way this is possible is that both the Autobots and Decepticons have chosen wide expanses such as a desert in the case of the Decepticons and the Antarctic in the case of the Autobots.
Although it's unimportant the general idea is a number of caverns have been created with a groundbridge beacon that allows the prison to teleport from one location to another. However for fairness reasons OOC a prison may only teleport after they have either repelled the attackers or the rescuers have been successful.
In general this results in a pattern of triangulate prison, attack prison, prison is relocated, prison is triangulated again.