05-05-2013, 07:32 PM
Alright, so I think the best idea instead of throwing around ideas for security is to actually put up some blueprints on what needs to be done. Here is the current security set-up, not-to-scale-but-still-understandable:
Here's my revised version:
-->Removed the sec maintenance and parts of the crew quarters, essentially the snip's (oh no, anything but that!), extended the hallway to the right of the detectives up a bit. The snip will need some work, but because some of the maint is removed, it can be moved a few tiles up a bit.
-->Replaced area with high security parole room, where prisoners items are held in timed lockers similar to mushroom. Can be accessed by security and the detective (if he wants to rummage for some evidence). Prisoners can exit room via pressing a button to open door.
-->Prisoners are put in parole room via floor flusher.
-->Added double reinforced glass to the other side of general pop, so now prisoners can now get help breaking out.
-->Added IR beam (in purple) and lockdown button (in yellow) for general pop and sec hq. Sure you can bust people out of general pop easier now, but there'll be an alarm, and a big metal shutters to added into the pot which = more fun if there's competent jailbreakers.
-->Lockdown extends all around bar one place, the exit at parole. This is to stop overflowing into sec if it is compromised but also to prevent shit sec immediately locking down general pop. once round starts.
..So what you guys think?
Not all these ideas needs to be implemented, but this is really to tackle the issues at hand. Of course I can revise this again if needs be.
Here's my revised version:
-->Removed the sec maintenance and parts of the crew quarters, essentially the snip's (oh no, anything but that!), extended the hallway to the right of the detectives up a bit. The snip will need some work, but because some of the maint is removed, it can be moved a few tiles up a bit.
-->Replaced area with high security parole room, where prisoners items are held in timed lockers similar to mushroom. Can be accessed by security and the detective (if he wants to rummage for some evidence). Prisoners can exit room via pressing a button to open door.
-->Prisoners are put in parole room via floor flusher.
-->Added double reinforced glass to the other side of general pop, so now prisoners can now get help breaking out.
-->Added IR beam (in purple) and lockdown button (in yellow) for general pop and sec hq. Sure you can bust people out of general pop easier now, but there'll be an alarm, and a big metal shutters to added into the pot which = more fun if there's competent jailbreakers.
-->Lockdown extends all around bar one place, the exit at parole. This is to stop overflowing into sec if it is compromised but also to prevent shit sec immediately locking down general pop. once round starts.
..So what you guys think?
Not all these ideas needs to be implemented, but this is really to tackle the issues at hand. Of course I can revise this again if needs be.