Two Point Museum

Two Point Museum

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Can camera room capacity be raised higher than 1?
I always use a camera room in my museums (since unlocking it) because of how effective it is against the majority of the criminal types.

I'm curious if there is any way to increase the "room capacity" of a camera room above 1? It would save me some time having to manually drag a replacement guard to the room whenever the current room guard goes on break if I could just have a capacity of 2 in the room in the first place.
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Showing 1-15 of 16 comments
Naecabon Mar 13 @ 12:34am 
We just need zoning to be fixed and it would solve so many issues, this being one of them. You could "assign" multiple guards to a camera zone if they actually stayed in the zone properly.

Fix zoning and we solve like 20 issues at once
Ryuukaze Mar 13 @ 1:28am 
Not that I can see, and it even seems to be on purpose, preventing a new guard from entering the room before the old guard has left. It's a deliberate gap in security.
Originally posted by Ryuukaze:
Not that I can see, and it even seems to be on purpose, preventing a new guard from entering the room before the old guard has left. It's a deliberate gap in security.
That's what it seemed like to me as well, but I didn't know for sure if something to increase camera room capacity was maybe unlocked later on. Thanks for the response!

Once my museums are big enough, I've just been building a second camera room, which closes that gap.
Last edited by Jaggid Edje; Mar 13 @ 1:31am
Ryuukaze Mar 13 @ 2:10am 
Originally posted by Jaggid Edje:
Originally posted by Ryuukaze:
Not that I can see, and it even seems to be on purpose, preventing a new guard from entering the room before the old guard has left. It's a deliberate gap in security.
That's what it seemed like to me as well, but I didn't know for sure if something to increase camera room capacity was maybe unlocked later on. Thanks for the response!

Once my museums are big enough, I've just been building a second camera room, which closes that gap.

Except that it doesn't! Each camera room takes over a certain set of cameras nearby. If a room is abandoned, it doesn't re-assign the cameras. :/
Originally posted by Ryuukaze:
Except that it doesn't! Each camera room takes over a certain set of cameras nearby. If a room is abandoned, it doesn't re-assign the cameras. :/
Well, crap...I guess I haven't been paying enough attention to that. :(
Originally posted by Naecabon:
We just need zoning to be fixed and it would solve so many issues, this being one of them. You could "assign" multiple guards to a camera zone if they actually stayed in the zone properly.

Fix zoning and we solve like 20 issues at once

But then, that zone would need a staff room and toilet ? or do they wander into other zones for food/drink, rest and toilet ?.
Two Point Abby  [developer] Mar 13 @ 6:54am 
Originally posted by Venatacia:
Originally posted by Naecabon:
We just need zoning to be fixed and it would solve so many issues, this being one of them. You could "assign" multiple guards to a camera zone if they actually stayed in the zone properly.

Fix zoning and we solve like 20 issues at once

But then, that zone would need a staff room and toilet ? or do they wander into other zones for food/drink, rest and toilet ?.
Staff will leave their zone to fulfil their needs yes.

There are some issues with staff leaving for other reasons, which the team aware of and tracking, so it's being investigated.
I do wish I could do this so the extra security guard isn't just left standing in the hall outside the camera room. I would like it if it worked like the giftshop, where the extra employee wanders around and restocks stuff while the other works the register. Maybe give him a chair or something.
Last edited by HotCoffeeDude; Mar 14 @ 3:40am
Myst Mar 31 @ 2:32pm 
Originally posted by Two Point Abby:
Originally posted by Venatacia:

But then, that zone would need a staff room and toilet ? or do they wander into other zones for food/drink, rest and toilet ?.
Staff will leave their zone to fulfil their needs yes.

There are some issues with staff leaving for other reasons, which the team aware of and tracking, so it's being investigated.

WHY does the room have a listed capacity though? why can we not have multiple camera stations in one room? theres almost NO reason to make a security room larger than 2x3 currently
Last edited by Myst; Mar 31 @ 2:32pm
Originally posted by Myst:
Originally posted by Two Point Abby:
Staff will leave their zone to fulfil their needs yes.

There are some issues with staff leaving for other reasons, which the team aware of and tracking, so it's being investigated.

WHY does the room have a listed capacity though? why can we not have multiple camera stations in one room? theres almost NO reason to make a security room larger than 2x3 currently
As a previous reply mentioned, it’s an intentional gap in security. It’s the same reason why outdoor cameras have fixed blind spots and indoor cameras oscillate. It’s so you can’t rely on just cameras, you have to use walking guards or chairs to ensure 100% coverage.
Originally posted by GhostWolfe:
It’s the same reason why outdoor cameras have fixed blind spots and indoor cameras oscillate.
They added a new camera in the beta which rotates 360 degrees and can be built indoors and outdoors.

They also changed the way cameras work in terms of the thief response to being spotted. They no longer run away and leave when a camera spots them.
Last edited by Jaggid Edje; Mar 31 @ 4:31pm
Myst Mar 31 @ 4:54pm 
Yuuup it's not """as intended" as a NON DEV said.... that was said by a normie
Originally posted by Jaggid Edje:
They added a new camera in the beta which rotates 360 degrees and can be built indoors and outdoors.

They also changed the way cameras work in terms of the thief response to being spotted. They no longer run away and leave when a camera spots them.
Yeah, I’m pretty excited for that first one, cause the outdoor cameras are terrible.

I’m not a fan of criminals not running away, though, because that’s using up security resources that aren’t being used currently.

Originally posted by Myst:
Yuuup it's not "as intended" as a NON DEV said.... that was said by a normie
I am aware. It’s called “making an educated guess”.
stb155 Apr 1 @ 2:33am 
Originally posted by Jaggid Edje:
Originally posted by GhostWolfe:
It’s the same reason why outdoor cameras have fixed blind spots and indoor cameras oscillate.
They added a new camera in the beta which rotates 360 degrees and can be built indoors and outdoors.

They also changed the way cameras work in terms of the thief response to being spotted. They no longer run away and leave when a camera spots them.
Looking forward to 360° cameras

The 2nd part will probably suck.
I hope then the cameras at least trigger the closest guard that has the "chase thieves" box ticked, even if he can't see the thief yet.

Right now you either go all cameras and metal detectors, to scare the thieves away.
Guards only for donations, and if a thief does gets in, you manually place a guard on him.
Or you skip the cameras and detectors and keep plenty guards on patrol.

Metal detectors still work same in Beta ?

edit;
Forgot to say why it will suck :-)
The problem is that you will have to escort every single thief all the way back to the map entry in slow motion, and then the guard has to walk all the way back...
Takes forever. Will need so many guards...
Last edited by stb155; Apr 1 @ 2:39am
I might walk back my opinion about thieves not fleeing depending on whether the XP thing gets fixed, and how much XP it’s worth. Right now the disparity between camera guards and pursuit guards is huge.
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