Difference between revisions of "Template:Prison Break"

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{{Recode|section=1|reason=Actual math on Prison Break MTB}}
 
:"''Prisoners have staged a breakout! They've somehow defeated the door lock and are making their way out. They may seek weapons, fight, or try to escape.''"<br/>
 
:"''Prisoners have staged a breakout! They've somehow defeated the door lock and are making their way out. They may seek weapons, fight, or try to escape.''"<br/>
In addition to prisoners being able to leave if there's an opening, prisoners have a small chance to actively break out and escape. This is affected by the following factors:
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Prisoners can escape via opens [[door]]s or gaps in the walls in their cell. In addition, prisoners also have a small chance to actively break out and escape. This is affected by the following factors:
* Number of [[door]]s in their cell.
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* The number of [[door]]s in their cell.
* Prisoner [[Moving]] capacity.
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* The [[Moving]] capacity of the individual prisoner.
* [[Gene]]s relating to aggression.{{BiotechIcon}}
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* [[Genes#Violence|Genes relating to aggression]].{{BiotechIcon}}
* Number of prisoners. Events are rolled per prisoner, meaning that the more prisoners you have, the greater the chance of a prison break happening.
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* Number of prisoners. Prison break instances are rolled per prisoner, meaning that the more prisoners you have, the more likely a prison break is to happen in a given period, despite not directly affecting each individual prisoner's mean time between prison breaks.  
  
 
Once it happens, all rooms within 20 tiles of the prisoner who started the prison break have a chance to join it. The original room will always join. Other rooms have a 50% chance to join. If a room does join, all prisoners in that room are affected too.
 
Once it happens, all rooms within 20 tiles of the prisoner who started the prison break have a chance to join it. The original room will always join. Other rooms have a 50% chance to join. If a room does join, all prisoners in that room are affected too.
  
During a prison break, prisoners are able to open all doors. They will attempt to equip and use [[weapons]] and weapon-like [[utility]] items such as [[orbital bombardment targeter]]. Because of this, it is recommended to set armories far away from your prisons and watch out for any weapon dropped by your own pawns. Additionally, placing the exits away from the edge of the map will increase the time it takes for the escapees to exit the map.  
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During a prison break, prisoners are able to open all doors. They will attempt{{Check Tag|Under what conditions?}} to equip and use [[weapons]] and weapon-like [[utility]] items such as [[orbital bombardment targeter]].{{Check Tag|Which?|Which utilities specifically?}} Because of this, it is recommended to set armories far away from your prisons and watch out for any weapon dropped by your own pawns. Additionally, placing the exits away from the edge of the map will increase the time it takes for the escapees to exit the map.  
  
To contain a prison break while reducing the risk of killing the escaping prisoners, low damage blunt weapons (such as [[club]]s and fist) are recommended. Alternatively, brain implants that cause [[brain shock]] {{RoyaltyIcon}} can be implanted in long term or particularly unruly prisoners, and [[EMP]] weapons used to down them instantly and safely.
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Since prisoners are technically part of an enemy faction, any friendlies{{Check Tag|Same faction?|What if a prisoner of Faction A is held, but the player makes up with that faction, and then the prisoner escapes while other Faction A members are present?}} on the map will engage them and your own pawns will react to them as specified by their [[Menus#Threat response|Threat response]]. These reactions can be helpful if you need to contain a larger break, though the use of higher-powered weapons means they have a higher chance of outright killing the prisoner. Recapturing escaped prisoners from factions that have turned friendly since that prisoner was originally captured will not affect relations with that faction.
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To contain a prison break while reducing the risk of killing the escaping prisoners, low damage weapons are recommended. Alternatively, brain implants that cause [[brain shock]]{{RoyaltyIcon}} can be implanted in long term or particularly unruly prisoners, and [[EMP]] weapons used to down them instantly and safely.
  
 
Since prisoners are technically part of an enemy faction, any friendlies on the map will engage them. While this is potentially helpful to contain larger breaks, the use of proper weapons leads to a higher chance of outright killing the escapees. Recapturing escaped prisoners from factions that have turned friendly since that prisoner was originally captured will not affect relations with that faction.<noinclude>[[Category: Content templates]]</noinclude>
 
Since prisoners are technically part of an enemy faction, any friendlies on the map will engage them. While this is potentially helpful to contain larger breaks, the use of proper weapons leads to a higher chance of outright killing the escapees. Recapturing escaped prisoners from factions that have turned friendly since that prisoner was originally captured will not affect relations with that faction.<noinclude>[[Category: Content templates]]</noinclude>

Latest revision as of 10:50, 22 September 2024

"Prisoners have staged a breakout! They've somehow defeated the door lock and are making their way out. They may seek weapons, fight, or try to escape."

Prisoners can escape via opens doors or gaps in the walls in their cell. In addition, prisoners also have a small chance to actively break out and escape. This is affected by the following factors:

  • The number of doors in their cell.
  • The Moving capacity of the individual prisoner.
  • Genes relating to aggression.Content added by the Biotech DLC
  • Number of prisoners. Prison break instances are rolled per prisoner, meaning that the more prisoners you have, the more likely a prison break is to happen in a given period, despite not directly affecting each individual prisoner's mean time between prison breaks.

Once it happens, all rooms within 20 tiles of the prisoner who started the prison break have a chance to join it. The original room will always join. Other rooms have a 50% chance to join. If a room does join, all prisoners in that room are affected too.

During a prison break, prisoners are able to open all doors. They will attempt[Under what conditions?] to equip and use weapons and weapon-like utility items such as orbital bombardment targeter.[Which?] Because of this, it is recommended to set armories far away from your prisons and watch out for any weapon dropped by your own pawns. Additionally, placing the exits away from the edge of the map will increase the time it takes for the escapees to exit the map.

Since prisoners are technically part of an enemy faction, any friendlies[Same faction?] on the map will engage them and your own pawns will react to them as specified by their Threat response. These reactions can be helpful if you need to contain a larger break, though the use of higher-powered weapons means they have a higher chance of outright killing the prisoner. Recapturing escaped prisoners from factions that have turned friendly since that prisoner was originally captured will not affect relations with that faction.

To contain a prison break while reducing the risk of killing the escaping prisoners, low damage weapons are recommended. Alternatively, brain implants that cause brain shockContent added by the Royalty DLC can be implanted in long term or particularly unruly prisoners, and EMP weapons used to down them instantly and safely.

Since prisoners are technically part of an enemy faction, any friendlies on the map will engage them. While this is potentially helpful to contain larger breaks, the use of proper weapons leads to a higher chance of outright killing the escapees. Recapturing escaped prisoners from factions that have turned friendly since that prisoner was originally captured will not affect relations with that faction.