Ranking System
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A BRIEF EXPLANATION OF THE RANKING SYSTEM
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SECURITY:
Security is pretty self explanatory, it judges a prison's raw ability to hold its prisoner(s) inside against any escape, ranked out of 20. A pretty secure prison could be Blacklight, for its hard-to-exploit interior design.
VALIDITY:
Validity: Validity judges how possible a prison is to build. It's ranked out of 5 and the amount of points you get depends on if you broke any of the rules imposed by the standards used by the site. A prison that doesn't punish the server and doesn't contain invalid tech would get a 5/5 score, but given that it's nearly impossible to do so with our current tech, a memorybanned prison like Franken Berry would suffice.
INNOVATION:
The greatest of prisons are always the ones that bring something new and unique to the table. This is ranked out of 5 and it's the hardest scores to max out, given that it judges your prison based on how unique it is, how innovative it is and how many aspects of it can be built upon. A very innovative prison could be Vault 420 for being a kickstarter for areabanned prisons in Bedrock Edition.
FEASIBILITY:
This score ranks how buildable a prison is in terms of realism, or how well it could work within the realms of an actual SMP. Most prisons have high feasibility given that nothing so far requires prisons to get risky, but a prison built near a critical spot like the end fountain or the spawn region could be considered less feasible given that the building process could be harder and risks 7th class sabotage. Prisons with rollback spam are less likely to be allowed and so they too get punished by this score, ranked out of 4. A feasible prison to build could be The Crimson, as all aspects of it don't posses an actual issue towards the integrity of it or the server.
RESILIENCE:
Resilience, as described by LilPolarVoid, is the ability that a prison has to withstand attacks without compromising its functions. This means how well a prison can resist attacks without resorting to its ultimate measurements and how well it can defend against attacks without compromising aspects like the prisoner's quality of life or regular visits to the prison. Prisons that abuse suicide or immediately cancel all processes can be deemed unresilient in certain aspects. A resilient prison could be Enceladus, because despite its aggressive nature against escape attempts, it manages to not break itself permanently given that it has an autopanic mercy switch so that guards can un-memban the prison at any time. This factor is ranked out of 5.
ALLOWANCE:
Ranked out of 5 too, could also be called "Humaneness" given that it ranks the prison based on how many liberties it allows the prisoner while holding its own functions. Prisons with high allowance will give prisoners large spaces and tons of resources to mess with without going overboard and creating massive security risks. An example of an allowing prison could be Victus, given that it allows the prison access to a huge area of the End dimension for them to live.
QUALITY:
A prison should never be half-baked, that's why this score, ranked out of 6 and with penalties applied depending on the score achieved, is used to judge prisons by the effort put into them and the overall quality of all of their components. Prisons with a Quality of 3 will get a penalty of -1 point, Quality 2 with a penalty of -3 points and Quality 1 with a penalty of -6 points. An example of a high quality prison could be MiniWarped, given that it was meticulously crafted and its systems are made to be as error-free as possible.





