SuggestedPrison Additions

9 days ago

MR_MIDNIGHT

82 Total Respect

MR_MIDNIGHT

82 Respect

9 days ago

I'd quite like to be able to have the option to use my own Personal Favors on the San Pedro Prison to release other Players from Prison, for the sake of altruism. It'd be nice to have those add to the 'Jailbird' Achievement, or maybe even add another set of Achievements for doing so, called 'Friends In High Places' or something like that? 

A 'breakout' or 'bust' system with its own Skill and risks would be pretty neat, too, costing Energy to attempt, but I don't have a great idea of how that'd work.

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Responses

9 days ago

MRBLACKCOVERS

1 Total Respect

MRBLACKCOVERS

1 Respect

9 days ago

Really a good idea man. Also with your idea, still upgrading the idea, the game will become little intresting apart from just waiting or using PFs during the jail period 

https://i.imgur.com/YQjzByo.gif

9 days ago

XV73

0 Total Respect

XV73

0 Respect

9 days ago

bribery is the answer! & risk of going to prison yourself >:)

9 days ago

VAELINN

324 Total Respect

VAELINN

324 Respect

9 days ago

Hmm it is an interesting idea. Would the personal favor be a required consumable in order to use the bust/break skill? Should reputation be earned from a success? Should failure be possible? (Just throwing out ideas for discussion)

9 days ago

MR_MIDNIGHT

82 Total Respect

MR_MIDNIGHT

82 Respect

9 days ago

Hmm it is an interesting idea. Would the personal favor be a required consumable in order to use the bust/break skill? Should reputation be earned from a success? Should failure be possible? (Just throwing out ideas for discussion)

VAELINN - 04/06/2026, 18:40:09

Maybe having the option to use and consume a PF guarantees to have a prisoner be released, but with no Reputation or Skill earned for you, but with the benefit of no risk of failure, and no need to use Energy.

Choosing to break a player out wouldn't cost a PF, but would cost Energy, and earn Reputation and some Skill if successful or partially successful. A partial success would be if the player you try to bust out gets away successfully, but you get jailed/hospitalized/injured.

Some outcomes could result in you:

  • Having to abandon the prison break, losing the Energy spent on the attempt. Lose no Health and receive no jail time. The player you tried to bust out remains in jail. Gain no Rep/Skill.
  • Being injured, losing some Health but not being hospitalized. The player you attempted to bust remains jailed. Gain no Rep/Skill.
  • Being injured, losing some Health but not being hospitalized. The player you attempted to bust gets away successfully. Gain medium Rep/Skill.
  • Being hospitalized. The player you attempted to bust remains jailed. Gain no Rep/Skill.
  • Being hospitalized. The player you attempted to bust gets away successfully. Gain low/medium Rep/Skill.
  • Being jailed. The player you attempted to bust remains jailed. Gain no Rep/Skill.
  • Being jailed. The player you attempted to bust gets away successfully. Gain low/medium Rep/Skill.
  • Success. You both get away without a scratch. Gain high Rep/Skill.

Last Edited 04/06/2026, 19:49:38

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9 days ago

SHREDDERCHU

130 Total Respect

SHREDDERCHU

130 Respect

9 days ago

Hmm it is an interesting idea. Would the personal favor be a required consumable in order to use the bust/break skill? Should reputation be earned from a success? Should failure be possible? (Just throwing out ideas for discussion)

VAELINN - 04/06/2026, 18:40:09

Maybe having the option to use and consume a PF guarantees to have a prisoner be released, but with no Reputation or Skill earned for you, but with the benefit of no risk of failure, and no need to use Energy.

Choosing to break a player out wouldn't cost a PF, but would cost Energy, and earn Reputation and some Skill if successful or partially successful. A partial success would be if the player you try to bust out gets away successfully, but you get jailed/hospitalized/injured.

Some outcomes could result in you:

  • Having to abandon the prison break, losing the Energy spent on the attempt. Lose no Health and receive no jail time. The player you tried to bust out remains in jail. Gain no Rep/Skill.
  • Being injured, losing some Health but not being hospitalized. The player you attempted to bust remains jailed. Gain no Rep/Skill.
  • Being injured, losing some Health but not being hospitalized. The player you attempted to bust gets away successfully. Gain medium Rep/Skill.
  • Being hospitalized. The player you attempted to bust remains jailed. Gain no Rep/Skill.
  • Being hospitalized. The player you attempted to bust gets away successfully. Gain low/medium Rep/Skill.
  • Being jailed. The player you attempted to bust remains jailed. Gain no Rep/Skill.
  • Being jailed. The player you attempted to bust gets away successfully. Gain low/medium Rep/Skill.
  • Success. You both get away without a scratch. Gain high Rep/Skill.
MR_MIDNIGHT - 04/06/2026, 19:24:55

Sounds cool, should the difficulty and rep also scale with how long the sentence is?

(and definitely add a busting achievement line if adding busting)

9 days ago

MR_MIDNIGHT

82 Total Respect

MR_MIDNIGHT

82 Respect

9 days ago

Hmm it is an interesting idea. Would the personal favor be a required consumable in order to use the bust/break skill? Should reputation be earned from a success? Should failure be possible? (Just throwing out ideas for discussion)

VAELINN - 04/06/2026, 18:40:09

Maybe having the option to use and consume a PF guarantees to have a prisoner be released, but with no Reputation or Skill earned for you, but with the benefit of no risk of failure, and no need to use Energy.

Choosing to break a player out wouldn't cost a PF, but would cost Energy, and earn Reputation and some Skill if successful or partially successful. A partial success would be if the player you try to bust out gets away successfully, but you get jailed/hospitalized/injured.

Some outcomes could result in you:

  • Having to abandon the prison break, losing the Energy spent on the attempt. Lose no Health and receive no jail time. The player you tried to bust out remains in jail. Gain no Rep/Skill.
  • Being injured, losing some Health but not being hospitalized. The player you attempted to bust remains jailed. Gain no Rep/Skill.
  • Being injured, losing some Health but not being hospitalized. The player you attempted to bust gets away successfully. Gain medium Rep/Skill.
  • Being hospitalized. The player you attempted to bust remains jailed. Gain no Rep/Skill.
  • Being hospitalized. The player you attempted to bust gets away successfully. Gain low/medium Rep/Skill.
  • Being jailed. The player you attempted to bust remains jailed. Gain no Rep/Skill.
  • Being jailed. The player you attempted to bust gets away successfully. Gain low/medium Rep/Skill.
  • Success. You both get away without a scratch. Gain high Rep/Skill.
MR_MIDNIGHT - 04/06/2026, 19:24:55

Sounds cool, should the difficulty and rep also scale with how long the sentence is?

(and definitely add a busting achievement line if adding busting)

SHREDDERCHU - 04/06/2026, 20:04:45

That could be neat, yeah. Or alternatively, perhaps there's more risks/rewards for busting people based on how high their Reputation is? To have it fit thematically, we can say that high Reputation prisoners are considered more notorious, are more closely guarded, and are harder to break out.

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