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#1 Posted at 2011-10-05 03:48        
     
Hello, I am FuNKo1 one of the people helping make the new gamemode called Prison. The idea is pretty simple: Guards keep prisoners in and prisoners try to escape and arm themselves. We are hoping to get this out in the next few weeks if possible and will update when I get better intel on the deadline. I have opened this forum post for people to discuss this and possibly offer advice.
Your advice and input is appreciated! :-)

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#2 Posted at 2011-10-06 04:16        
     
Hello, World! I am Blaze and I am also one of the main creators of Prison Life.
So far it seems that no one knows of our little project, and accordingly, no one seems to know any details of Prison Life. So I am here to try and fix that.

To start off, Prison Life is an unofficial multiplayer game mode focused on the 'clash' between prisoners and guards. The Prison Guards are to try and keep prisoners... well... imprisoned. They are also supposed to enforce the Prison laws, and maintain stability (for example, breaking up fights within the Prison). Meanwhile, prisoners attempt to escape. Their main objective is to escape the Prison, and make their way to a safe hideout. From there, prisoners (who are then referred to as escapees) can gear up and arm themselves. Then, they return to the Prison, but with the objective of killing, harassing, or just distracting the guards in an attempt to free remaining prisoners. Upon death, escapees revert back to being prisoners again.

This game mode is a 'port' (if you will) from the unofficial game mode called "Prison Mode" from a PlayStation 3 exclusive game called Metal Gear Online, which was the same at heart, but extremely underdeveloped due to its... unofficial-ness.

Because Bohemia Interacive has armed us with such a powerful editor, we thought it would be possible to not only port the game mode, but also upgrade it, update it, and add more depth to it.

Our Prison Life mode (as the name implies) also takes some influence from Island Life, Zargabad Life, and (more or less personally) Urban Life's Takistan Life. Prison Life, like Takistan Life, is supposed to be an ongoing server that does not have a definitive end like a Special Operation might. Also like other Life servers, players can go about procuring items, namely food, medicine, and sleeping bags, which are meant to help the player (or in some cases, keep them alive).

We hope to make Prison Life as deep and replayable as possible, and we are open to (reasonable) ideas, suggestions, contributions, and any advice you all have to offer. We especially would appreciate it if you could point us toward something that would allow us to host Prison Life as a 24/7 dedicated server, as we do not yet have one of our own. Also, if you happen to have any experience creating in-game menus, help would be much appreciated, as it would make gameplay smoother.

I hope to see Prison Life release around the end of October 2011, but that is only a rough estimate for now. Until then, sit tight for future announcements.

Also check out our unique, 3-section ArmA clan Delta Forks (pun intended) at https://sites.google.com/site/clandeltaforks/.

Added 1 hour 22 minutes later:

Here are some current features of Prison Life.

- Prison Life for now will be exclusive to Operation Arrowhead and Combined Operations. The game will take place on the map "Shapur" which comes (free) with the British Armed Forces (BAF) Downloadable Content. If you are on Steam, you most likely got BAF for free already. If Prison Life is exceptionally successful, and we expand our clan, we may be able to create a version on Utes for ArmA 2 Free players.

- The prison has Guard Centers, a Garage, Guard Towers, a Cafeteria, a Workshop, a Headquarters, Guards Barracks, and a lovely courtyard. Guard Centers are designed for guards, and contain ammo, backpacks, and a field hospital. The Garage (as you might have guessed) has vehicles for pursuing escaping prisoners, or putting down riots. The Barracks are for guards, where they can (hopefully) safely sleep. The Guard Towers are designed for guards to keep a look-out for armed escapees, and for escaping prisoners. The Workshop is for prisoners, where they can craft various items. Meanwhile the Cafeteria is for serving food for prisoners at lunchtime, and the courtyard is for Roll Call.

- The prison also conatins an Execution area, for Formal Executions.

- A "Needs" system that creates needs for players, such as the needs to eat, sleep, take leaks (couldn't find any politer way of saying that) and get medicine when ill.

- Special Items, such as food, medicine, and sleeping bags. Food is used to get rid of hunger or starvation (as you might have figured), medicine is used to recover from illnesses, and sleeping bags are used to sleep anywhere. These items are special because they do not require you to travel to an eating area, field hospital, or stationary bed to recover. Instead, they can be used on the spot wherever you may be. The trade-off though is that these items (except the sleeping bag) are expendable, and are lost upon death.

- A "CQC" (Close-Quarters Combat, not to be mistaken for CQB, or Close-Quarters Battle) System which allows prisoners to stun or use melee weapons on guards, and allows guards to restrain prisoners. Stunned guards may be revived, but will wake on their own after a while if they are not revived by someone. Meanwhile, restrained prisoners may be disarmed, teleported back to prison, or released by guards.

- A Workshop area that allows prisoners to "craft" items, like food, sleeping bags, as well as melee weapons, pistol parts, and ammo. The crafting system includes upgrading craftable weapons, but has a risk and reward concept. Upgrading your weapons have a chance of upgrading the weapon to the next level, but also a chance of breaking the weapon and losing it altogether.

- An Escapee Hideout, a safe, secure hideout for prisoners to escape to, and arm themselves at.

- A time system that changes the weather and time of day of the game. Four (4) real hours is one (1) game day. 06:00 to 06:15 is Roll Call. 12:00 to 12:30 is lunchtime. If the day is an event day, the event lasts from 06:00 to 18:00, with Roll Calls and lunchtimes overriding the events temporarily.

- An Events concept, where every 5 game days is a Roaming Day, in which prisoners are allowed to roam about the Prison. This means that they get time outside of their cells, and are allowed to move about. They are still, however, prohibited from being on rooftops, Guard Towers, Guard Barracks, Guard Centers, the Prison Headquarters, or the Garage. Besides Roaming Days are Workshop Days (every 4 days) where prisoners get almost the whole game day to craft items at the Workshop.

- Daily events such as Roll Call in the courtyard, and lunchtime. During Roll Call, prisoners line up and sound off in the courtyard while guards try to figure out who escaped during the night and who is still present. During lunchtime, prisoners are served food in the cafeteria.

- An alarm system that spans across the entire prison.

- A radio system where you can dance if you want to, where you can leave your friends behind, 'cause your friend don't dance, and if they don't dance well they're, no friend of mine... Also features all the ArmA 2 Operation Arrowhead songs (including the PMC and BAF songs).

- Local vendors in the town of Shapur who trade various items (everything from medicine to Uzi's) for food or other items.

- A Riot Control Center containing advanced vehicles and weaponry for guards to use in the case of serious riots (or other events requiring force).

- A prison lockdown system that temporarily locks down the entire prison. No way in, no way out.
Or maybe there are a few ways out... You'll just have to find out.

- A "Hunter Team" of elite guards given the responsibility of hunting down escapees. Hunter Team members also get access to special weaponry as well as special gear.

- Combat Steroids that completely heal the user, and make them immune to direct damage for 4 - 6 minutes. However, these Steroids also have a chance of immediately poisoning you as well...

Features in development or conception:

- A "give" system or trading system that allows players to give each other special items like food, sleeping bags, medicine, or melee weapons.

- A beta mode...

Please remember that any named features may be added, removed, or changed over the course of development. If you would like to see something on our "Features in development or conception" that isn't there, post a suggestion.

This post was edited by Blaze2132 (2011-10-10 03:41, ago)

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#3 Posted at 2011-10-06 08:47        
     
Look this:


http://www.armaholic.com/forums.php?m=posts&q=14554


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#4 Posted at 2011-10-06 23:47        
     
yes, nice mission. i like how you made creative use of the settexture option or whatever it is to create the police cars.

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#5 Posted at 2011-10-07 14:27        
     
Thanks friend!


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#6 Posted at 2011-10-07 15:34        
     
I dont believe that there should be a need to take a leak, as it will only be an annoyance not a gameplay element (plus you bastard stole my picture ) xD xD
I really like the idea. There are a lot of scripts that you will need to write! If I had any experience with it (and some free time) I would join. It seems like an idea that will potentially fly!

This post was edited by xzenocrimzie (2011-10-07 15:51, ago)

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#7 Posted at 2011-10-07 19:18        
     
Thanks for the support!

The idea behind taking a leak was that it would force guards to remove themselves from their posts and make them go to a field toilet. Basically, we were thinking it might be one way of preventing the guards from camping, as that can lead to a standstill in gameplay (which is never fun). But on the other hand, it seems that, yes, it would be a severe annoyance.

Say that you're a prisoner who has assembled a master-plan to bust out the entire prison. Half way through the operation... 'Oh no! You feel warm liquids running down your legs!' That would kinda blow...

Maybe we should figure out a way of... 'going' even if you don't need to. To kind of postpone any accidents.

Or maybe we should just remove it altogether... it honestly gets awkward when you're writing in a script

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#8 Posted at 2011-10-07 19:26        
     
I believe that being a guard, camping would probably be what they HAVE to do in the first place. Something to get the guards to move every so often, set up partrol routes? I have seen something very similar in Zargabad life and Takistan Life, however it was 1 waypoint, and you got a new random one every time. How about guards can pick patrol routes from the base, and they get money (assuming you use that system of reward) every time they pass through all of the checkpoints throughout the route if you understand what I am saying. To try and explain it a bit better, you have a camp, and there are 4 barracks, a guard goes to the base, and selects "Patrol route 1", he must go to the door of each of the barracks, then back to the first waypoint, then he gets a set amount of cash. No penalty for completing it after a while of time of course.
As for taking a leak... really I dont think that it should be in there. It can be an optional thing (like if you wanna waste time you can go to the bathroom repeatedly until you clog the toilet) but other than that I see no reason to put it in.

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#9 Posted at 2011-10-07 21:47        
     
(Loving the feedback btw)

# xzenocrimzie : I believe that being a guard, camping would probably be what they HAVE to do in the first place.

Yes, I guess guarding the prison cells is basically camping, but there are definitely different levels of camping-ness. There's the extreme situation where there is a guard in front of every cell door, watching their prisoner like a complete creeper. Then there is a more laid back scenario where guards just camp up on rooftops and guard towers and just watch for sudden movements and listen for gunfire.

# xzenocrimzie : How about guards can pick patrol routes

The main difference between your suggestion and the 'taking a leak' thing is that one of these is voluntary, and one is not. In your idea of volunteering for a patrol route, a player is not required to do so. Meanwhile in the leaky idea, players are forced to remove themselves from their post.

If you have a hardcore kind of guard, he'll probably just assign himself to stalking- er... 'escorting' one specific prisoner. Most likely, he will never choose to go to the bathroom to waste time, when he could be guarding prisoners. Meanwhile, if we force these guards to remove themselves from guarding temporarily, then prisoners stand a better chance at escapes.

# xzenocrimzie : and they get money (assuming you use that system of reward)

If we had a better incentive system, we might be able to make the incentive more worthwhile for players so that it would become a more common task/patrol, but as it is, we don't have much of an incentive system. Unlike Takistan or Zargabad or Island Life, Prison Life does not have a money system. The theory is that (realistically) prisoners don't really need money in prison anyways, and guards are supplied by whatever government. Really, everything gets supplied in one way or another by the government. So what's the use of money when everything is given to you?

I agree that the whole taking a leak thing is a tad absurd, but we need something that will make sure that you don't have 16 guards all simultaneously in sniper positions watching 10 prisoners like hawks. That is the purpose of the Needs and Tasks systems. Needs and Tasks are designed to give prisoners legitimate excuses to get out of their cells (for example, they need to get to a field hospital or clean the latrines) while the Needs and Tasks are also designed to make sure the guards are not always overpowering (by making sure that sometimes some of the guards are preoccupied or unable to help guard).

# xzenocrimzie : but other than that I see no reason to put it in.

Basically, the main idea behind the Tasks and Needs is to balance the game a little, and make sure it doesn't come to a complete stand still where no one ever escapes. Because that's never fun. Escapes don't happen, chases don't happen, prison break-outs don't happen... really at that point nothing ever happens.

If anyone can suggest a (forced/required) substitute/replacement for taking a leak every so often, please do. It gets truly awkward to script.

Honestly, thank you for the feedback!

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#10 Posted at 2011-10-11 16:08        
     
You could also assign positions for the guards, some are patrol guards, and are required to take up patrols, some are in the towers, and some are on the roof, grounds, bla bla bla. Just an idea.

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#11 Posted at 2011-10-13 00:12        
     
In a few days once we get needs finished we will start up a beta under the name [Delta Forks] Prison life beta 1.0. This will be used to determine major bugs and things to improve on.
So far we have a default A2 OA server run via batch file. It gets around 5 fps on average. it is not very good and we really need a dedicated but cant afford one. we will try our best to get the current one working as fast as it can, but it will lag. Help on this would be appreciated!

FuNKo1

P.S. apparently 15+ fps is average for this type of server. this is from the guy who gave me the server stuff

This post was edited by FuNKo1 (2011-10-13 04:50, ago)

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#12 Posted at 2011-10-13 18:37        
     
Sounds amazing >:) Once it comes online and you are letting people in I would like to try it out!

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#13 Posted at 2011-10-14 02:21        
     
unfortunatly, our last server tests revealed that we need to further optimize stuff. the mission got less than 5 fps with 4 people and on non dedicated lagged so much it was unplayable. this is very odd because it has less scripts than zargabad life, which is more complicated and lags less on my computer actually. we do not have an explanation for this and help would be appreciated. we ae sorry, but this may delay its beta release due to its unplayability

sorry for the bad news, FuNKo1

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#14 Posted at 2011-10-14 04:43        
     
As above, we've had some serious problems with... lag? Everything is down to 2 - 5 frames per second and actions respond at least 3 minutes after you called for them. So if you want to get in a car, apparently it will take you about 3 minutes to get in. It's really frustrating. This isn't just standard multiplayer latency, not at all. We know normal lag, and this is off the charts. As for why it is lagging, I personally doubt that it is the amount of scripts, but rather how the variables are working. Right now everything is either local or global, but no public. I'm guessing that this means that the variables and all are all being computed by the host player, meaning it takes massive amounts of CPU for the host to simply get through all the processing for ALL players. However, I'm not exactly sure if that's true and I want to make sure I am right before I continue with any scripts or before I go on a variable hunt in all the existing scripts. If anyone has any idea why the missions are so slow on multiplayer but not singleplayer, please tell us! We are desperate! If we can't make this work on multiplayer, Prison Life will effectively be scrubbed... Not because we want to, but because we can't make it function.

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It seems that Prison Life development may be suspended for a while until we figure out what is happening. In the meantime, Delta Forks will be recruiting and playing/creating Clan Ops whenever possible.

This post was edited by Blaze2132 (2011-10-14 04:49, ago)

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#15 Posted at 2011-10-17 18:55        
     
I don't know much about scripts and the sort, but are the scrips sending a higher amount of information server side than usual?
I believe that it would be a good idea to talk to ProCanadianPilot about how he did Zargabad life and Takistan life, he seems to be very intelligent with this sort of stuff.

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