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May 16, 2008 at 12:57 am #646
Well, a lot of players, and a few of the imms have expressed… dislike for ‘uberdoors’ i.e. doors that are bashproof, shortproof, pickproof, and can’t be cut open.
SO!
Why not remove all those flags from existence entirely and treat doors as objects with such values as:
shorthp
pickhp
physicalhpEssentially, each type of assault (picking, shorting, physically attacking) would lower the hp for the door’s corresponding resistance type. Skills like short, pick lock, bash, doorcut, etc. would then instead lower the CURRENT hp of the door, depending on skill of the user, and what quality tools, if any, were used in the attempted penetration.
This has the very desireable effect of any given door actually being penetrable with sufficient effort. The drawback though, would be that if the HP value were set too high, a crash would probably reset the current value to maximum if it occured while the door was in the process of being demolished.-ME
p.s.
Sorry if someone’s already suggested this, but I don’t recall it ever being in any of the old forums.
*braces for printed abuse*
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May 16, 2008 at 3:08 am #6313
I like it. Though, "quality of tools" would initiate the need to have several different tools floating around to break down doors. Which’d also be neat to have a real variety of different tools other then just Hydrospanenrs, and Toolkits.
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May 16, 2008 at 11:28 am #6323
I haven’t exactly found an "uber door" yet, most doors I’ve found are either short/bash/cuttable, or just cuttable.
While this idea is nifty, I kind of like the idea of restricting the more important doors to high level combat/espionage mains.
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May 16, 2008 at 1:03 pm #6324
I’m going to have to go with… What uberdoors?
The only ‘uberdoors’ I know of in the game are the ones on Devvus66 (which isn’t even in game right now), where having to solve the puzzle of unlocking the doors was a major part of the quest.
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May 16, 2008 at 1:50 pm #6325"Compel Bast":4drq25t4 wrote:I’m going to have to go with… What uberdoors?[/quote:4drq25t4]
Well, there aren’t really any now, aside from on Nar Shaddaa. My BHer can’t get through any locked doors there. But I had a sudden flashback to last timeline and I remembered this idea, which I thought was really cool (though I may be biased) and so I posted it. Last timeline like EVERY door in a EVERY clan’s base was bashproof and pickproof. Had there been a ‘cutproof’ flag they would’ve had that too. They also had six digit combo locks, which meant you couldn’t crack them with a lot of patience either ’cause the code only allows for five digits as a parameter for the unlock command. It drove me up a WALL… particularly when I sat there for eight hours running through all permutations of numbers between 11111 and 99999 on ARE’s pad door and none of them worked.
I just thought that little suggestion of mine would help make the game a little more balanced.
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May 16, 2008 at 5:20 pm #6327
You know, adding more to the idea. What if you had to go through a series of slicing "tumblers", for short? It’d give more variety to a door, you know? I’d really like to see some more use for slicers, aside from securty/network/bank hacking. Because people look down on slicers. And also, everyone and their mother can get Lookup.
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May 16, 2008 at 5:27 pm #6329
Give it even more of a twist – Doors are a certain "level" with their HP.
Arbitrary Numbers:
Door Level – Tool Required
1 – None
2 – Level 1 Tool
3 – Level 2 Tool
4 – Level 3 Tool
5 – Level 4 ToolMaybe add in a level that is immune to all attacks because it is only opened through an event script? Like a huge boulder is moved when Indiana Jones lifts a switch. Something silly like that (or for immortal purposes if needed?).
When you have the tool that correlates with the correct level or a tool of higher level, you can then start "damaging" the door and lowering its HP. When it reaches 0 HP it is open-able/opened.
Door level can be associated to each form of opening the door. For example – Door A is lvl 1 in picking but lvl 3 in both Bash and Doorcut. If you attempt to pick a door that is above your current held tool’s level, it can say "You won’t be able to do a thing with your current tool…" meaning you need a better tool.
I don’t think a complete newbie should be able to sit there and open a door just because he has time to pick/bash/etc for an hour or so. Can also put restrictions on what level you can operate said tool. OR you can just go a strict HP system and anyone with the skill and the time, regardless of level (IC representation of how good someone is in conjunction with skill %) can open it. That’s my OPINION though

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May 17, 2008 at 9:43 pm #6344
While having an easily-set way of determining door quality (as far as number of cuts it "takes," etc) is a good idea, I’m agreeing with Compel. I don’t know of a single door that can’t be cut through in the game… and what’s the fucking problem with clan doors being shortproof and bashproof? Sorry, but look at the Death Star. Remember those blast doors you see Vader through, etc? You can’t bash through one of those. Sorry. On top of it, hiding circuitry (short-proofing) -isn’t- that hard… it’s just often ignored in low-quality doors for ease of maintenance and installation of opening mechanisms/new features. Look at it in IRL terms: your average homeowner may have hollow doors and shoddy locks on their house, but let’s see you pick the door to a nuclear reactor… or kick it in, for that matter.
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May 18, 2008 at 1:09 pm #6348"RenegadeJedi":1jaykqta wrote:what’s the fucking problem with clan doors being shortproof and bashproof?[/quote:1jaykqta]
It makes escape completely impossible without an outside bustout, sloppiness on part of the guards, or cheating on part of the prisoner. One or more of those, and I think I left something off the list that I can’t think of. That -is- a problem.
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May 18, 2008 at 2:22 pm #6349"Final_Fantasy_Lover":6bbkfjpq wrote:"RenegadeJedi":6bbkfjpq wrote:what’s the fucking problem with clan doors being shortproof and bashproof?[/quote:6bbkfjpq]
It makes escape completely impossible without an outside bustout, sloppiness on part of the guards, or cheating on part of the prisoner. One or more of those, and I think I left something off the list that I can’t think of. That -is- a problem.[/quote:6bbkfjpq]
omfgdoorcut
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May 18, 2008 at 2:23 pm #6350"Final_Fantasy_Lover":f1u35qf9 wrote:"RenegadeJedi":f1u35qf9 wrote:what’s the fucking problem with clan doors being shortproof and bashproof?[/quote:f1u35qf9]
It makes escape completely impossible without an outside bustout, sloppiness on part of the guards, or cheating on part of the prisoner. One or more of those, and I think I left something off the list that I can’t think of. That -is- a problem.[/quote:f1u35qf9]
Let’s see you break out of an IRL jail cell without one of those conditions (well, sloppiness on the part of the jail builders/the fact that it’s an old jail, too–but that’s presumably not a problem in SW, short of imms buggering up, thus you have "sloppiness on the part of the jail builders").
P.S. Andvari’s right, but that’s rarely done from the inside unless you’re Daishi (read: a twat who logs off when captured so his EQ can’t be stripped, so he just gets transferred to the jail cell and then logs off in said cell before he can be stripped of his EQ, allowing him to log back on at 3 am and break out with his fusion cutter).
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May 18, 2008 at 11:20 pm #6361
Yeah, if you play by the rules, the only way you’re escaping is if you’re high enough in espionage to have doorcut, and you can steal a fusion cutter or lightsaber off of someone in the same room without them noticing.
It’s a shame that areas are designed the way they are, IE doors and turbolifts that don’t work unless you’re part of the clan. Admittedly, hacklift is a godsend in that regard and I’m eager to see what sort of effect that has on stuff in-game… although, I’d like to point out that anyone with enough slicer for hacklift is unlikely to be breaking and entering into an area that dangerous anyways.
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May 19, 2008 at 10:27 am #6367
You lot do realise, that if jails become so easily break-out-able that there is no reason for the clans to even bother jailing people, the clans will have only one logical alternative.
Perm them.
Being imprisoned sucks, I know. But, 9 times out of 10 people are imprisoned for some sort of reason, no matter how "lame" it is. And, most of the time, that reason is because the prisoner consciously chose to take a risk with something (IE carrying illegal weapons on Coruscant), KNOWING that there’s a possibility of being caught.
There’s an old cliche that I like using in the majority of cases.
You make your bed, you lie in it, no complaining.
Unless we’re outright forced to do it, the staff are not there to coddle you. If you took a risk of being sent to prison and you got sent to prison then yes, unless you are some kind of super spy (IE high espionage/slicer) then you should be pretty damn well stuck without outside help. You know your characters capabilities, you know your risks, we’re not going to help you get out of them, we’re just there to make sure that the response is justified (VIA RPC restores for example).
Instead of complaining, sometimes you guys just need to realise that you have to pay the piper.
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