Inmate/guard psychology

Fl!p

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The mind of an inmate/guard is a boggling thing. Both the inmates and the guards go through a half-second mind set before the round really begins. They ask themselves, “What kind of inmate will I be today?” or “What kind of guard will I be today?” Here I have a full list of different types of guards and inmates that we choose without even knowing!

But I’m getting way too in to this before I even start!

There are a couple sections I would like to start off with.

I. Inmate

As we know, the sole purpose of an inmate is to rebel, or make it to his/her last request, but there is more than one type of inmate out there. To truly know, as a guard, what kind of warden the round needs, one must look at his/her type of inmates.

A. Solo Inmate

These inmates are the ones that tend to go their own way. They care neither for the guards, nor for their fellow inmates.

1. Ruthless

a. The inmate that will easily tell a guard if there is someone in their cell. This crafty inmate will do anything to eliminate his competition in order to gain his last request. He does not need, nor request, help from his fellow inmates or the guards.

b. The inmate that will stack up with another inmate and use him as a meat shield. He cares only for himself, and will do anything to take down the guards, even if he has to sacrifice the lives of his fellow inmates.

2. Quiet

These inmates only talk when they must. Only will they talk during guard games, or when asked a question that they feel they HAVE to answer. Quiet inmates can be very tricky for guards to predict.

a. The inmate will launch him/herself at a guard at any given moment, without any kind of warning. The guards usually don’t know how to treat these inmates (solitary, ST, or free day) as they show no language that is threatening or peaceful.

b. The inmate follows orders without question and usually has a very good chance of getting last request due to the fact that they listen 90% of the time while other inmates are blabbering and not paying attention. They do not complain, they do not question, and they do not back talk. They are there for the sole purpose of having fun, and do not care (or just ignore) about other inmates that speak in the server.

3. Observer

a. The observer that tends to spend most of his/her time watching what’s going on to make their attack. They study who is on the bottom and top of the list to plan their kills. If they see a guard near them with a low score, this inmate might charge in hopes that he doesn’t notice. Yet, he may decide to let it go when this pertains to a guard with a high score. Guards with higher scores are usually more aware then guards with low scores. Observers become more deadly as the rounds go on because they can separate the good guards from the meat.

b. The observer that will spectate the guards and his fellow inmates. The inmates that have a high death rate, he/she tends to stay away from. These observers have a higher than normal chance of making it to LR. These inmates also have an extremely high chance of surviving couch game because of their ability to dictate which couch will die.

4. Daredevil

a. The daredevil is one of the most unique inmates. These fun people are among the hardest to predict as a guard. They search for any opportunity to take a guard's life and get their names in the book of infamous inmates! They are as likely to rush out at five or six guards as they are to shift walk out of their cells knifing distance!

b. Daredevils usually show no fear, and might not think before they act. These are usually the ones to rebel first because of their aggressive behavior. Their primal and savage behavior makes them ideal decoys for the rest of the inmates. Even though they are among the most killed, their bravery makes up for their lack of critical thinking, and they are not to be underestimated.

B. Rogue

The inmates that sit in their cells and carve marks in their arms that represent the death of a guard, they probably have a glass eye or something too. They are the SEALs of the inmates.

1. Stealthy

These are your typical campers. They camp in unnoticeable, or dark places, like corners that CTs usually don’t look at. They will camp almost anywhere, including cells, vents, armory, or any place that is a choke point for CTs. These inmates are usually the first or last to be killed, excluding the inmate with last request.

2. Trickster

These are the inmates that use their cunning to trick the guards in to letting their guard down so they can have a chance to attack. A very good example of a trickster would be ILLUSIONIST. He is usually the top inmate on jail, and most guards fear him.

a. The trickster that uses physical illusions or distractions to take down a guard. An example would be running out of cover and back in to lure a guard, then jumping him at the right moment and backstabbing him.

b. These inmates will use their minds to drop the guard’s defenses. An example would be if an unsuspecting guard is near a rogue inmate. The inmate would identify who the guard is, and maybe type a question in chat for that particular guard to answer. Once the guard freezes and lets his guard down to answer, the rogue inmate would sprint from his hiding place and sink his knife deep in to the back of the guard.

c. These inmates are the prestigious bunch. They are so famously known throughout the jail, that they can be easily mistaken for an inmate with special treatment. These are usually top rebellers or leadership. These tricksters could easily walk right out of the cell room, with all guard eyes on them, and nothing would happen!

3. Silent Gun

These badass mother Joe’s Crab Shacks love confusing the guards with their sound suppressors or their far-away sniping skills. They move quickly in and out of cover and take their shots rapidly so if the guards glance their way, the inmate is nowhere to be found and another guard drops to the ground with the murderer still unknown.

C. Wanna-be

The wanna-bes make up most of the inmates. They want to do the best they can to make it to last request, or kill guards, but they lack the skill.

1. Musician

Music can be a very good motivator for an inmate to try their best to rebel, but it offers plenty of flaws. Sound is 99% ESSENTIAL to making the moves you need to make it to last request, or to take out a guard. I’m not stating that everyone that listens to music is a bad inmate, but for the inmates that are not skilled and choose to listen to music, they are killing themselves almost 100% of the time.

2. Gambler

As everyone knows, spraying and praying is a gamble. For the best, spraying and praying is considered a last resort if a guard gets too close, and they panic. This technique is ill-advised if the guard is more than 20 feet away, and will usually lead to the demise of the inmate, as this easily gives away their position.

3. Cannon Fodder

These inmates are all around bad. They cannot time their kills, they cannot hide properly, they do not consider what is against them, or how they can overcome their enemy. They simply take up space in the jail and give the guards something to shoot at.

Note: Cannon Fodders are essential in the jail server. They make the server fun and offer comic relief in the tragedies that come upon the jail at times. Do not try to hurt someone’s feelings because you view them as a cannon fodder because out of all of the classes shown, they are the most important to keep jail alive.

D. Goody-Goody

1. Takers

a. Takers sap the chance for people to rebel. They will purposely give away a gun for their own selfish desires. Inmates usually do not like takers because they believe they lack bravery.

b. Takers are given their name because they tend to be selfish. In another way they can turn the game around by tricking the guards. A trickster can take the form of a taker by giving up the gun to get special treatment, and then plan their rebellion from a safe state.

2. Rats

a. Rats are given their name because they will rat-out a fellow inmate so that they may get last request. A true rat will lead guards to their teammate without a second thought, and with a sole purpose of getting their inmate friend killed.

b. A trickster that has taken the form of a rat can plan with their inmate buddy, who is hiding, and can lure the guards right in to a trap. Rats are not to be trusted either way because of their selfishness, and must be taken care of with extreme caution.

E. The Informed

See section II. Subsection C 3.

F. Team Player

1. Martyr

The guard that lives for pleasing others. He/she's main purpose is to push the bar a little further for the inmates to win, usually ending their life. These inmates are among the most respected, and once they are killed, their fellow inmates take off their masks in honor.

2. Decoy

a. Decoys are essential for ANY rebellion to go well. In the case of a massive rush, everyone counts as a decoy. A good decoy has his own moves to trip up a guard. They will try zig-zagging across the floor while poor-aiming awper guards attempt to take them out, giving their teammates just enough time to get in to their correct positions.

b. Being a decoy is a gamble. If the inmates are to lose, the decoy can easily be blamed for the entire loss! A bad decoy is just another cannon fodder that a well-trained guard will pick off before the inmate steps out of his cell.

3. The Supplier

a. Being a good supplier takes both skill and cunning. Suppliers will stand at the top of a ramp and toss desert eagles down to his fellow inmates. Well... that doesn't take much skill, but suppliers are smarter than one thinks. A good supplier can fall in to the decoy aspect, also martyr, in the fact that they will rush out of a stacked group of inmates and kill a guard, knowing that they will be shot, they quickly toss their gun in to the stack of inmates!

b. A Supplier knows when he cannot do the job of killing a guard as well as another. He will happily toss a scout to his friend, of whom he knows is a better shot, and be behind him the entire time in case he dies. The supplier will stay near a gunner, so if the gunner is killed, the supplier can quickly retrieve the weapon and get back to safety, or use it himself.

II. Guard

The guards, of course, make up the warden and his enforcers. Their entire goal is to have the inmates kill themselves. They are an entire team that is based on counter-attacks. An inmate rebels, he is killed. The last request is over, the inmate dies. The inmate does not follow orders, he is killed. It could be said that an exception to this are games of luck like couch game or Russian roulette, but they still cause their own demise by losing these games by a matter of luck.

A. Watcher

Considered to be the guard opposite of the observer, the watcher is a much broader version of a guard. His/her job is much more complicated than that of the observer, of who has a sole purpose of killing a guard.

1. Wall

The wall acts as a block in to territories that are off-limits for the inmates. When the inmates are instructed to go somewhere that is, for example, past the entrance to armory, the wall guard will stay at the entrance of the armory and keep watch for straying inmates.

2. Camper

The camper is well known throughout the counter-strike world. Campers are both an annoyance and a blessing. Some ways of camping cross the rule barrier and are frowned upon.

a. Jackals

Jackals watch from behind an impassible barrier and watch the inmates as they follow or disobey orders. They got their name because they are known to antagonize the inmates as they feel as safe as ever.

b. The camper that annoys everyone to their wit’s end. They almost always break the rule that guards must be watching the inmates at all times.

NOTE: These campers must not be confused with rogues, for it is harder for a rogue to camp, seeing as though they are out-gunned and being watched at all times.

B. Easy Kill

The title should be self-explanatory.

1. Squirrel

a. These fun little buggers are easily distracted by the sound of their teammate shooting a gun, or breaking wind. They will easily turn their backs to the inmates to see a paper bag flow across the room, or something just as insignificant.

b. Squirrels are among the most killed by the tricksters because of their inability to do advanced problem solving. Two plus two is four, but two times two takes at least five more seconds to think about. Just enough time for a tricky inmate to gut them.

c. Squirrels are usually eager to move to the wall position, and will pass right through four or five inmates without thinking. They REALLY want to get down those stairs and make sure those rascal inmates don’t steal a desert eagle from the shot for shot room, but in the process, put themselves in extreme danger.

2. Birds

What’s with all the animal names you say? I got bored.

a. Birds are hunted because of their higher voices. It’s not that inmates don’t like them because of their voice; it’s that they are most likely inexperienced players. They make mistakes that someone who is older, or has played for awhile, would not make.

b. Their voice is a tad bit annoying, and can rouse the inmates to try to single them out. The guard does not have to be good or bad, it is just a simple instinct for the terrorist to judge them, and they are at a higher risk of being killed because of so many inmates hunting for them.

c. It is a sad stereotype, for birds can do nothing wrong and still be viciously hunted. Birds are among the best wardens though because they can confuse the inmates with frustration, causing them to make mistakes.

3. Yellow Speaker of Death

These are usually the wardens. When they talk a yellow speaker appears above their heads, making a nice target for inmates who have picked up a gun.

C. Crooked Cop

1. Precisionist

a. Precisionists watch very closely for tiny flaws that could get an inmate killed. They are high on the hit-list usually because they are looked at as trying to better their score, rather than to prevent a riot.

b. Warden Precisionists can be very dangerous for the inmates, and can actually influence their enforcers to kill for tiny flaws. They will give tricky orders like, “Turn 90 degrees to your left, 180 to your right, and 90 to your left again.” They will not repeat their orders and give a grand total of five seconds for the inmates to comply before shooting.

2. Fired Guard

a. These guards are the most corrupt of them all. They will usually take the roll of warden, line the inmates up, and murder them all without another moment’s notice.

b. Another form of a fired guard is one that purposely makes an inmate wanted, then proceeds to kill him.

3. The Informed

a. The informed are usually using some kind of advantage that puts them above the other guards. This can also be used with the inmates as well. They have some kind of enhancement that allows them to know where a guard or inmate is or is coming from.

b. A popular form of being informed, which is illegal, is the infamous wall hack. The guard or inmate is able to see through a wall and hunt down their opponent.

c. Another popular, but more approved, form of being informed is the speaking gateway called Ventrillo. They can be informed of where a guard or inmate is by a friend who is spectating them.

D. Truthful

1. Honest

a. Honest guards will only kill an inmate when he is rebelling. They do not care much about racking up their kill rate. They are there to have fun and play games with the inmates.

b. An honest guard will admit when he/she is wrong. They will usually punish themselves or apologize to an inmate they have wronged. Honest guards are among the most respected, and are low on the kill list.

c. An honest guard that is a good player can be extremely dangerous for inmates. They could be looked at as a puppy with a gun. Inmates are usually remorseful if they kill an honest guard, but sometimes it has to be done.

2. Relaxed

a. These are among the most favorite guards. They do not care much about killing an inmate for taking two steps out of the cell when the warden specified only one.

b. Relaxed guards are a little higher on the kill list because of their lack of knowledge of their surroundings, but they are more liked than most other guards because of their forgiveness.

c. Relaxed guards can turn quickly, depending on how relaxed they are. If the inmates sap their leisure from them quickly, the grip on the inmates can become extremely tight, very fast.

And that is my analysis of the different types of guards and inmates! I hope you all liked this short presentation. Goodbye now!
 
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I read some of that, now I understand your "Spirit of eGO" award. Nice job!
 
Hah, when i play jail I always think of the same thing...

When Can i stab him when can i stab him!!!
Bind z *FOR NARNNNIAAAA*
o0oo0o I got him now where can i run to!
o0o0o i just got shot down.
 
I wish I could do tab, but when I pressed tab the first time it brought me down to the smiley faces. Tab lets me circle through the choices instead of give an instant 6 spaces. I even manually went through them and spaced them myself! I counted 6 for Capitals, 12 for numbers, and 18 for lower case! It would not space it for me.
 
Thank you all for your opinions! :)
If you have any suggestions, please post them!
I thrive on critisism. :)
 
I love this a lot !

I do wonder how many people actually read it though. It is great !

Man, LOVED the birds in the CT section and I chuckled at the paper bag comment under the squirrel section.

What's more is that it is all so true and can relate to this.

What I'd like to see is the section of "The prestigious" People like Legend, Fart, BRK, spitfire that can just crouch walk off somewhere in plain sight of the CTs and get away with it, the ones that can get away with things on borderline rebel because they are respected or liked.

I would also like to see the daredevil. The one that challenges the technicalities of orders and lives on the edge. A tactic this guy might use is delaying in plain sight, jumping off a ramp after the warden ordered the Ts to freeze and then jumping back on into a stack.

Other than that, I think that this is a pretty comprehensive thread on the mindset of jail players. It's also really well written btw.
 
That's interesting prisoner. And thanks for the input and ideas Wind! I will place those in to my inmate section ASAP! :)
 
I love this a lot !

I do wonder how many people actually read it though. It is great !

Man, LOVED the birds in the CT section and I chuckled at the paper bag comment under the squirrel section.

What's more is that it is all so true and can relate to this.

What I'd like to see is the section of "The prestigious" People like Legend, Fart, BRK, spitfire that can just crouch walk off somewhere in plain sight of the CTs and get away with it, the ones that can get away with things on borderline rebel because they are respected or liked.

I would also like to see the daredevil. The one that challenges the technicalities of orders and lives on the edge. A tactic this guy might use is delaying in plain sight, jumping off a ramp after the warden ordered the Ts to freeze and then jumping back on into a stack.

Other than that, I think that this is a pretty comprehensive thread on the mindset of jail players. It's also really well written btw.

Thanks again for the suggestions!

The list has been updated; both of your suggestions have gone under the Solo section of the inmate.
 
Thanks again for the suggestions!

The list has been updated; both of your suggestions have gone under the Solo section of the inmate.

Bwahahaha back when I was playing every day and was the only non-eG or eGO to be respected as warden, I was always getting away with stuff.
Being well known and liked definitely had it's perks. :3
 
Read the whole thing, you've clearly put a lot of work into this thread. Or should I say Mega Thread.
 
Fl!p should be on someones list for reviews/news writers, etc.
 
Haha, thanks Artimus. I originally was going to major in English, but I changed my mind to undecided. Something the suits the military more. I've been thinking of minoring in English though; either English or military science.

And Wildspark, how are you a cannon fodder and a rogue at the same time? Lol :)
 
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