Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
This mostly keeps them satisfied and calm. The occasional one still goes off, but that's what half a dozen guards with tazers are for.
Oh and if that fails, then they beat him down and if THAT fails then I turn on freefire.
But that's an exceptionally rare occurance. Most of the time it isn't an issue. Also it's only a problem with volatile/extremely volatile prisoners. A legendary who isn't a gang leader and isn't volatile is actually safe enough for me to let mingle with the general prison population.
https://steamcommunity.com/sharedfiles/filedetails/?id=1090044738
I leave them in general pop, I don't have the problem you have. If he causes a fuss he gets tazed or a warning shot goes up on the air.
I do sometimes perm solitary them if they are getting too angry...but a beefed up solitary cell with all the needs equipment in. The only problem you have then is their luxuries and clothing need. So I usually stick him in a supermax cell with workers doing the laundary.
But other than that, my last prison had 1,000+ max sec prisoners, about 20ish legendary...only a few riots here and there. But armed guards in general pop help a lot for supression.
Legendaries can be fun in the sense of adding a challenge when things have started growing "samey". But I really have to prepare for them in advance. Once they start causing trouble they make building things for them difficult. They'll kill a guard, take his gun, and kill half of a canteen all of the sudden.
They can live fine in my prison, but they'll be under the thumb of a sniper (or three) that covers everything there from a safe place outside of the Legendary area. To keep the sniper(s) effective I have their whole area surrounded by a staff-only "moat" of sorts (a walled-in staff-only path). They stay in their area. They even get a single-table canteen just for them.
Anything the regime allows supermax to do would be inside of the supermax-only area. If for some reason I find the legendary being escorted from his area to go somewhere I specify the destination to be non-shared - I might have to make a parole room for every specific level of prisoner for instance.
If I still have a game save where I've already built such a section I'll post a screenshot.
Edit: Turns out I don't have one saved.
The best way I find to stop the extremely volatile legenday prisoners (non-volatile legendary are easy like any normal prisoner) who also happen to be deadly/expert fighter is to have their own supermax wing with fairly strong security. You'll want a couple of normal guards with tasers, and a couple of armed guards nearby the cells too. The absolute most important thing to have is at least one dog patrolling near him. This way when he kicks off the dog should get to him first and take his 'aggro' and that gives enough time for the other guards to fire tasers at him without having a chance for him to steal a shotgun and fight back. If the tasers don't get him, you'll probably need freefire and hope he survives, unless you hate him!
https://steamcommunity.com/sharedfiles/filedetails/?id=1443339033
The road tiles are staff-only area. The supermaxed Legendaries can be technically free to roam, but they never leave this small area. So if they go berzerk they don't do much more than throw a fit before the sniper scares them straight.
The shower and security are both "outdoors" so the sniper can shoot into them.
Every door in the supermax area is able to be opened by a controller so staff can avoid going into the sector as much as possible.
The sniper also covers the whole walk should a legendary manages to get through the parole room (the biggest weak spot otherwise), but there are extra remote-only doors right outside of the parole building that the legendary would be forced to remain in view of a sniper too long to bust down.
https://steamcommunity.com/sharedfiles/filedetails/?id=1443339396
I left the shop "shared" so the other inmates could work in it. The only job in reach of the supermax is the cleaning cuboard. Which adds to more reasons staff won't have to enter the area (that's assuming I don't get a legendary gang member; they don't work any prison jobs).
https://steamcommunity.com/sharedfiles/filedetails/?id=1443339845
This second sniper tower covers the only major blind spot of the first tower. Should they dig and pop up south of the first tower where the armory blocks the shot it'll be handled by this one - who also handles other things at another area.
At the moment I have no legendaries in my prison so I haven't bothered to set up guards, but at the point I recieve them I'd start patrolling the "moat" with dog handlers and armed guards - they can shoot through outdoor walls. There's no requirement for them to be directly inside the supermax sector. They'd mainly be there to keep tunneling in check, but also it's just fun to have armed guards and dogs involved when you're making a supermax sector.
Edit: I think I'll wall up that door in the canteen. Not sure why I added that there. It'd be a pretty bad time if that was the direction the legendary took on a rampage.