Difference between revisions of "Template:Prison Break"
Arcangelus (talk | contribs) (Created template for Prison Breaks combining info from events and Prisoner pages.) |
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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. | 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. | ||
− | 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. | + | 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> |
Revision as of 13:12, 14 July 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."
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:
- Number of doors in their cell.
- Prisoner Moving capacity.
- Genes relating to aggression.
- Number of prisoners. Events are rolled per prisoner, meaning that the more prisoners you have, the greater the chance of a prison break happening.
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.
To contain a prison break while reducing the risk of killing the escaping prisoners, low damage blunt weapons (such as clubs and fist) are recommended. Alternatively, brain implants that cause brain shock 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.