mibi wrote:Incandenza wrote:I still feel like guard 501 should be a 1 or 2...
Any reason? I like the idea of gen pop being kind of isolated, a pressure cooker. It is hard to get external forces in there, so if you don't maintain your reputation in the gen pop, then you are a bit fucked. If it were 2 or 1, then people would neglect the gen pop until it was time to rush in from the yard.
Well, given the importance of gen pop, it just seems cheeky that someone trying to break the big smoke bonus would have to go through an extra neutral 5 to get back into gen pop. Basically it only hurts the guy trying to get in, because once he goes through and kills the guard, then whoever was already in gen pop can just roll that advance back up. Besides, even if the guard were a 1, I doubt that people would neglect gen pop.
I just want to make it a wee bit harder to hold gen pop given that it's the only cell block that can be locked down early in the game, thus giving a huge advantage to whoever comes away with it.