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July 6, 2009 at 1:21 am #1116
Just some random thoughts:
Base alarms:
-Set up/disabled with ‘security’ slicer commands.
-Item, created by espionage mains with ‘makejammer’ allows user to avoid alarms if item is held.Turbolifts:
-Too common in base designs, too difficult to defeat without a 150 slicer–makes players require a class that isn’t exactly common to wage a large part of ground warfare… one of the reasons there isn’t much of it.Jails:
-Too bland. Make jails large public areas choked off with high security doors, so prisoners can mingle and arrange escapes/riots/etc.
-Scripted enter/exit makes it impossible to randomly guess door codes, because the door codes are usually six digits which is impossible for a player to enter
-Too many doors bash/pick/shortproof.Ships:
-Fakesignal needs better range or, more likely, ships need better comm-array support.
-Capships should be more self-sustained (safe flags if it has a medbay, etc)
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July 6, 2009 at 1:28 am #10335
I like all of these ideas. I second this.
(b^.^)b
Some of the security def’ seems to be too much.
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July 6, 2009 at 1:30 am #10336"Avanga":ficz9ylw wrote:Just some random thoughts:
Base alarms:
-Set up/disabled with ‘security’ slicer commands.[/quote:ficz9ylw]
Yes, and would be easy to do.[quote:ficz9ylw]-Item, created by espionage mains with ‘makejammer’ allows user to avoid alarms if item is held.[/quote:ficz9ylw]
Maybe… Shouldn’t be player-created, though.[quote:ficz9ylw]Turbolifts:
-Too common in base designs, too difficult to defeat without a 150 slicer–makes players require a class that isn’t exactly common to wage a large part of ground warfare… one of the reasons there isn’t much of it.[/quote:ficz9ylw]
Change hacklift, not lifts. Lifts are good. Very good.[quote:ficz9ylw]Jails:
-Too bland. Make jails large public areas choked off with high security doors, so prisoners can mingle and arrange escapes/riots/etc.[/quote:ficz9ylw]
Yes, but have high-security or iso-cells.[quote:ficz9ylw]-Scripted enter/exit makes it impossible to randomly guess door codes, because the door codes are usually six digits which is impossible for a player to enter[/quote:ficz9ylw]
There’s a good reason for that. If you could guess every door code that’s locked via voice, that would be really fucking bad.[quote:ficz9ylw]-Too many doors bash/pick/shortproof.[/quote:ficz9ylw]
Disagree[quote:ficz9ylw]Ships:
-Fakesignal needs better range or, more likely, ships need better comm-array support.
-Capships should be more self-sustained (safe flags if it has a medbay, etc)[/quote:ficz9ylw]
No comment.
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July 6, 2009 at 1:32 am #10337
[quote:8tqdtfnh]
Base alarms:
-Set up/disabled with ‘security’ slicer commands.
-Item, created by espionage mains with ‘makejammer’ allows user to avoid alarms if item is held.[/quote:8tqdtfnh] I agree this would make infiltrating bases a tad easier and therefore we’d have a lot more of it going around, more sneak attacks… Fun <!– s:D –><img src="{SMILIES_PATH}/icon_biggrin.gif" alt="
" title="Very Happy" /><!– s:D –>[quote:8tqdtfnh]Turbolifts:
-Too common in base designs, too difficult to defeat without a 150 slicer–makes players require a class that isn’t exactly common to wage a large part of ground warfare… one of the reasons there isn’t much of it.[/quote:8tqdtfnh] Slicers just need something to make them more fun, and secondly that skill should definately drop down a bit![quote:8tqdtfnh]Jails:
-Too bland. Make jails large public areas choked off with high security doors, so prisoners can mingle and arrange escapes/riots/etc.
-Scripted enter/exit makes it impossible to randomly guess door codes, because the door codes are usually six digits which is impossible for a player to enter
-Too many doors bash/pick/shortproof.[/quote:8tqdtfnh] Seeing as I spend most of my time in jails, I might be a bit bias, on this one. But I’d have to say I agree fully. Jail is like the end all unless you get an idiot who doesn’t check to see if your sneaking and following <!– s:P –><img src="{SMILIES_PATH}/icon_razz.gif" alt="
" title="Razz" /><!– s:P –> This would make someone more likely to keep trucking with a jailed character.
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July 6, 2009 at 1:33 am #10338
I don’t see the terror of someone getting out of his cells to begin with, especially considering he’d need to get past a number of high-security doors (see pick/short/bashproof) and then a turbolift that he likely doesn’t have the 150 slicer to defeat. While setting off alarms. Really, all it is is an excuse for idlers to get off their ass and chase somebody. =p
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July 6, 2009 at 1:35 am #10339
Prisoner interaction would be nice. Instead of completely separating them so they have to beg RPC to get rp, let them rp with each other for a while, too.
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July 6, 2009 at 1:35 am #10340
[b:ljsnqxh6]- Blackjack change. Goes through helmets, works like backstab/ambush — player must be out of sight of everyone in the room.[/b:ljsnqxh6]
Will probably need a big level boost. But better to have it available to a select few and WORK, than to have it available to most for beating up newbies.
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July 6, 2009 at 1:38 am #10341"Avanga":13d3f03s wrote:Base alarms:
-Set up/disabled with ‘security’ slicer commands.
-Item, created by espionage mains with ‘makejammer’ allows user to avoid alarms if item is held.[/quote:13d3f03s]
Security: yes, but it should A) take a long time, and
echo to the entire clan and clan base that it’s being done (to prevent idiocy).
Makejammer: yes (they existed in EU), but should drain batteries like nothing else and have short battery lifespans, preventing their "always on" use–making them ideal when you know exactly where the alarm is, and shit if you don’t.
Additionally, I’d say build in a chance of failure based on the jammer’s quality (and the alarm’s quality, either based on the success of the security skill if that change is implemented, or the clan level of the base the alarms are located in, much like hacklift)."Avanga":13d3f03s wrote:Turbolifts:
-Too common in base designs, too difficult to defeat without a 150 slicer–makes players require a class that isn’t exactly common to wage a large part of ground warfare… one of the reasons there isn’t much of it.[/quote:13d3f03s]
No. Your arguments against it were the very arguments FOR it: force interaction between classes and limit the power of combat mains? Yes."Avanga":13d3f03s wrote:Jails:
-Too bland. Make jails large public areas choked off with high security doors, so prisoners can mingle and arrange escapes/riots/etc.
-Scripted enter/exit makes it impossible to randomly guess door codes, because the door codes are usually six digits which is impossible for a player to enter
-Too many doors bash/pick/shortproof.[/quote:13d3f03s]
Blandness: I agree that they’re too bland, and I’d agree with there being large areas for minor offenders–which would lead to minor offenses leading to arrests more often, which is both EU and IRL accurate–but there should still be high security isolation wings.EDIT: It would be cool to see quests to get out from jail if you’re a "minor offender." Parole if you’re jailed by the Republic, or escape if you’re jailed by the Empire (escape would necessarily wtfpwn you if caught).
Scripted exits: No. It doesn’t work IRL or in EU; additionally, even if the jail designers in LotJ were dumb enough to have keypads on the inside of a cell, client programs provide an extreme advantage in guessing the code that an actual person wouldn’t have.
Doors: Uh, duh? Have you ever seen pictures of an IRL prison? The doors are beastmode. Star Wars clan prisons SHOULD be the same way; it’s the dinky planetary jails that are easy to break out of (and are in LotJ, last I checked–most of the smaller facilities aren’t short/bash proof). Additionally, there’s no such thing as actually picking a lock–the skill only works on ships.
"Avanga":13d3f03s wrote:Ships:
-Fakesignal needs better range or, more likely, ships need better comm-array support.
-Capships should be more self-sustained (safe flags if it has a medbay, etc)[/quote:13d3f03s]
Fakesignal: no. It’s good enough as it is.Self-sustainment: yes! However, it must be coded in such a way that A) ships in a hanger can be used to circumvent this (just like ships on a "safe" flagged landing pad on a planet) and
it’s overriden if the death is caused by the ship blowing up.
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July 6, 2009 at 1:44 am #10343"Avanga":3nc2ro7h wrote:I don’t see the terror of someone getting out of his cells to begin with, especially considering he’d need to get past a number of high-security doors (see pick/short/bashproof) and then a turbolift that he likely doesn’t have the 150 slicer to defeat. While setting off alarms. Really, all it is is an excuse for idlers to get off their ass and chase somebody. =p[/quote:3nc2ro7h]
There’s a reason IRL prison breaks aren’t a-dime-a-dozen. At least in the U.S., where prison design is pretty well established, they’re mostly due to prison guard fuckups or natural lapses in security (prisoner transfers, work release, etc.)
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July 6, 2009 at 1:49 am #10345"RenegadeJedi":39tubggw wrote:"Avanga":39tubggw wrote:I don’t see the terror of someone getting out of his cells to begin with, especially considering he’d need to get past a number of high-security doors (see pick/short/bashproof) and then a turbolift that he likely doesn’t have the 150 slicer to defeat. While setting off alarms. Really, all it is is an excuse for idlers to get off their ass and chase somebody. =p[/quote:39tubggw]
There’s a reason IRL prison breaks aren’t a-dime-a-dozen. At least in the U.S., where prison design is pretty well established, they’re mostly due to prison guard fuckups or natural lapses in security (prisoner transfers, work release, etc.)[/quote:39tubggw]That’s a pretty retarded place to start with realism, considering some people make a habit of smashing eachother in the back of their heads as a joke ICly. There comes a point in game design where you have to weigh realism against fun. It’s why eating/drinking was removed, it’s why we don’t have to use refreshers, and frankly, I think if people are willing to leave a prisoner sitting in a cell long enough for him to find all the codes to escape, he should have his chance.
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July 6, 2009 at 12:57 pm #10353
People’s client can find them the codes to escape before people can even start propper RPing an arrest, though.
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July 6, 2009 at 6:21 pm #10354"Sollayla":adybgbpm wrote:People’s client can find them the codes to escape before people can even start propper RPing an arrest, though.[/quote:adybgbpm]
Ding ding ding.
Maybe make it so that if they could otherwise short the door, but it’s not a shortable door (e.g. any decent clan base), they can guess the code? That would simulate an increased security that requires a brute force approach to crack, rather than a quick program on your datapad.
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July 6, 2009 at 10:19 pm #10359
[quote:2jyxl8aj]Ding ding ding.
Maybe make it so that if they could otherwise short the door, but it’s not a shortable door (e.g. any decent clan base), they can guess the code? That would simulate an increased security that requires a brute force approach to crack, rather than a quick program on your datapad.[/quote:2jyxl8aj]Not sure what you mean by that. If you mean some sort of random-roll skill that has a small possibility of getting the door open every time, I guess maybe. The problem lies in other areas of the MUD where shortable doors aren’t really intended to take two weeks to find the proper code.
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July 7, 2009 at 2:32 am #10366"Avanga":7smc99z9 wrote:[quote:7smc99z9]Ding ding ding.
Maybe make it so that if they could otherwise short the door, but it’s not a shortable door (e.g. any decent clan base), they can guess the code? That would simulate an increased security that requires a brute force approach to crack, rather than a quick program on your datapad.[/quote:7smc99z9]Not sure what you mean by that. If you mean some sort of random-roll skill that has a small possibility of getting the door open every time, I guess maybe. The problem lies in other areas of the MUD where shortable doors aren’t really intended to take two weeks to find the proper code.[/quote:7smc99z9]
No.
Ok, player A has the short skill and the equipment to do so. He’s locked in The Government’s jail, whose jail cells are NOT able to be shorted out of. However, with the new modification, if the door detects he’s trying to short it, when it gives the fail message, it changes the code to 5 digits from 6 digits, thus making it guessable.
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July 7, 2009 at 1:55 pm #10370
I don’t see that being feezable code-wize. The owner of the jail wouldn’t be able to use voice commands to get in if it changes the code. Plus it doesn’t make sense ICly. How would trying to unlock a door make it so that you can just punch crap in and get out? I’ve never understood why people don’t just take away datapads and solve the problem.
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