Legends of the Jedi Forums The Brainstormtorium Clan compund security

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This topic has 15 replies, 10 voices, and was last updated 16 years, 5 months ago by Avanga.
Viewing 15 posts - 1 through 15 (of 16 total)
    • DrgnFlyDrft Participant
      December 13, 2009 at 10:36 pm #1336

      First off, this isn’t a complaint. I think it’s great that you can get stuff stolen at any given time, it’s kind of amusing (I swear I cracked up, but I can’t say why because it’s IC). But I don’t think it’s fair that anyone can just walk in to a clan base, steal ships/anything laying around and meet zero resistance if a member of the security division isn’t around. And they never are because those divisions are useless, from my experience. I chatted with the RPC for a few about some ideas, figured I’d give the playerbase a chance to chime in. So here goes.

      Automated defenses. I hear autoturrets are already coded, but I was thinking more along the lines of say some security droids or an alarm that screams at you over clanchat. Just something that would make it harder for people to get in whenever they wanted and take stuff. Nothing over powered, like a droid that can kill anything, but if someone breaks into the compound, they should meet some resistance, even if the clan members aren’t around.

      That is all.

    • Corey Participant
      December 13, 2009 at 11:19 pm #12830

      It seems like any time there is a new addition to beefing up a clan hall, the next clan hall gets something even bigger….then the next, to be fair, gets something even bigger..then the next thing you know we’re back to having fortresses that nobody can get in to. Where the happy medium is, thats the question

    • Drel Member
      December 14, 2009 at 12:28 am #12831

      Instead of "autoturret" defenses, or some such, I’d say just make guard mobs that are prog’ed to attack people not in the clan, or some such.

    • DrgnFlyDrft Participant
      December 14, 2009 at 12:30 am #12832

      Exactly, I just heard about the turret, but the main idea was like a guard droid or a way to set droids to defend. NPC guards would be just as sweet.

    • Avanga Member
      December 14, 2009 at 12:34 am #12833

      Give leader mains a skill that allows them to set guards in areas. Clans have a set number of guards to station, but once they use the command the guard is there until removed (persistent through crashes and etc).

    • DrgnFlyDrft Participant
      December 14, 2009 at 12:37 am #12834

      Or maybe an empowerment? I’m not sure we even have any leadership mains in my clan, so it’d be nice to make it relatively equal to all. Maybe make the number of available guards based on clan/active clan members with a max so it doesn’t become crazy with 100 guards in one room.

    • Inactive
      December 14, 2009 at 3:00 am #12835

      No, make it leader mains only. It’d give them another reason to exist.

    • Locksharp Participant
      December 14, 2009 at 8:38 pm #12841

      The only problem is, if you’ve got coded sentries in the front door, whatever happens if you’re bringing in a person outside of the clan inside of the base? If you’re jailing them I guess it doesn’t really matter if they get whacked upside the head again, but if you’re doing diplomatic relations or something it’d definitely piss off the person you’re letting in.

      On the offhand, it would give people more reasons to use them holotransmitters, or to just get outside the base more often.

    • Walldo Keymaster
      December 14, 2009 at 11:49 pm #12846
      "DrgnFlyDrft":195rf77u wrote:
      I don’t think it’s fair that anyone can just walk in to a clan base, steal ships/anything laying around and meet zero resistance if a member of the security division isn’t around. And they never are because those divisions are useless, from my experience. I chatted with the RPC for a few about some ideas, figured I’d give the playerbase a chance to chime in. So here goes.
      .[/quote:195rf77u]

      That is not true. NOT anyone can just walk into the clan base. There are security doors, alarms and secure turbolifts. All of this in addition to those security forces you mentioned.

    • Fishy Participant
      December 15, 2009 at 12:06 am #12847

      For the record, leaving the base is generally a sucky idea.

    • Anastasius Member
      December 15, 2009 at 7:50 am #12849

      base alarms, pad security, autopilot. You have all these tools already. If your security team is inactive, hire an active one. Bases are too secure as it is. People need to leave bases and be out in public more. Less reasons to hide in bases like removing player homes I think.

    • DrgnFlyDrft Participant
      December 15, 2009 at 7:42 pm #12852

      Doesn’t the pirateship skill disable autopilot? Or at least go around it?

    • Anastasius Member
      December 17, 2009 at 9:33 am #12854
      "DrgnFlyDrft":3g1o2oiz wrote:
      Doesn’t the pirateship skill disable autopilot? Or at least go around it?[/quote:3g1o2oiz]
      Pirate ship gives you semi owner status of a ship so yes you can turn off autopilot. However, pirate ship does not currently work on Gunboat and bigger. So You Gunboat, Corvette, Frigate, Cruiser, Battleship, Platform, Battlestation are safe. Your fighter, transport, freighter, are not safe.
    • Quicksilver Participant
      December 20, 2009 at 11:14 pm #12883

      Clan bases are pretty good right now. Not impossible to get into, but not a cakewalk, and it should be up to the actual players to repel invaders, rather than something automated. On the subject of pirateship, meh. It’s hardly worth taking a hit to your other levels to get 150 except for escape_binding. The classes of ship you can’t touch are just irksome.

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