Jailbreak: The Reimplementation
March 31st, 2009 Zen
I got to talking with my good friend buddy Jon Manning yesterday about my previous blog post. Naturally, as we have before, we began talking about how much a mod would be properly implemented. Read the post below this one of you will remain baffled. The two keys to reimplimentation would be to enforce the line between unnecesary and neccesary killing of prisoners, and to give a proper objective to the prison wardens.
Determining the legitimacy of the kill could be based on an algorithm that combines all the circumstances of the kill into a single value, which is compared against a threshold. If the value is below the threshold, nearby players are asked to vote on the legitimacy of a kill. Determining a kill as unwarranted would result in a suitable punishment for the warden. The legitimacy value of the kill would increase in the following circumstances.
- Prisoner injuring a warden.
- Prisoner killing a warden.
- Prisoner swinging a knife within a certain distance of a warden.
- Prisoner holding a knife, facing a warden and moving within attacking distance of that warden.
- Prisoner holding a gun and aiming within a certain angle of a warden.
- Prisoner holding a gun for greater than a set amount of time.
- Prisoner holstering a gun for an excessive amount of time.
- Prisoner preparing a weapon attachment or switching firing modes.
- Prisoner priming a lethal grenade.
- Prisoner leaving containment area.
- Multiple prisoners surrounding a warden.
Note that these are situations that would raise the value, and not all would warrant an instant kill.
In terms of an objective for the wardens, it was agreed that the best solution was to provide an event that happens at a certain time in a certain location. Our example was a transport van arriving in the courtyard; The wardens would need to shepherd all prisoners to the courtyard and into the van. Of course, a minute or so after the van has arrived, all prisoners would be marked as disobedient for not jumping in the van and would be legitimate targets, thereby causing the round to end without excessive meandering.
The downside of this is that the prisoners have no incentive to get into the van. They lose if they comply, which will force a riot every single time. The best incentive is to offer a single point to those who comply, but two points for every prisoner who survives the round. This way, you have incentive for prisoners to give up when all is hopeless, but still reason to escape where possible.
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