Airlock Security Levels
- kevinz000
- Joined: Fri Nov 14, 2014 8:41 am
- Byond Username: Kevinz000
- Github Username: kevinz000
- Location: Dorm Room 3
Airlock Security Levels
Try to read this post even though it's written in a very shitty way because I'm tired as fuck, maybe I'l fix this later maybe I won't.
Airlocks are now able to be reinforced with metal or plasteel to make the wires unreachable without tearing down the reinforcement. That's great, you can reinforce your department or autismfort manually.
Only, it's been added to every fucking command, security, AI, vault, or high security door. This has made hacking into secure areas way, way harder than before, as you now need to spend a good amount of time tearing metal (And a HUGE amount of time tearing the plasteel reinforced ones) down. You get eye damage from the welding, it's easier to get detected as you're staying at the door with tools with the panel open longer.
This is making lowpop rounds, where sometimes you just need to hack a door as no one is able/willing to access it, rounds hard. This is making countering an AI hard, as if the AI siphons and you start getting pulled with space wind you can't get the panel off (nearly died to this, what the fuck?) unlike normal where you can immediately start hacking it. This is making playing the game WITHOUT AN AI hard, as not everyone will have access to certain doors and if someone needs help you can't get in as easily even with engineering tools as you're spending more time trying to pry the reinforcement off. It deals eye damage ontop of that(mentioned earlier).
The PR author said that they would not be adding this to the map.
Well, adding it to the door types listed above, all of them being on the map at roundstart, seems to be adding it to the map to me.
IMO this feature has only deteriorated gameplay quality in lower population rounds. Sure, the greytide can't get in as easily, but this is also making it harder for antags and nonantags to break into places when they need to, as well as adding actual damage and a vision restricting item to block that damage, being the eye damage from having to weld stuff. Changed balance considerably with this, as it takes longer to hack doors and AIs can now block people with tools for way longer as they have to spend time getting the covers off.
Airlocks are now able to be reinforced with metal or plasteel to make the wires unreachable without tearing down the reinforcement. That's great, you can reinforce your department or autismfort manually.
Only, it's been added to every fucking command, security, AI, vault, or high security door. This has made hacking into secure areas way, way harder than before, as you now need to spend a good amount of time tearing metal (And a HUGE amount of time tearing the plasteel reinforced ones) down. You get eye damage from the welding, it's easier to get detected as you're staying at the door with tools with the panel open longer.
This is making lowpop rounds, where sometimes you just need to hack a door as no one is able/willing to access it, rounds hard. This is making countering an AI hard, as if the AI siphons and you start getting pulled with space wind you can't get the panel off (nearly died to this, what the fuck?) unlike normal where you can immediately start hacking it. This is making playing the game WITHOUT AN AI hard, as not everyone will have access to certain doors and if someone needs help you can't get in as easily even with engineering tools as you're spending more time trying to pry the reinforcement off. It deals eye damage ontop of that(mentioned earlier).
The PR author said that they would not be adding this to the map.
Well, adding it to the door types listed above, all of them being on the map at roundstart, seems to be adding it to the map to me.
IMO this feature has only deteriorated gameplay quality in lower population rounds. Sure, the greytide can't get in as easily, but this is also making it harder for antags and nonantags to break into places when they need to, as well as adding actual damage and a vision restricting item to block that damage, being the eye damage from having to weld stuff. Changed balance considerably with this, as it takes longer to hack doors and AIs can now block people with tools for way longer as they have to spend time getting the covers off.
Local catgirl scratching post - Shezza
Usually seen as Skylar Lineman/Mekhi Anderson.
Commissions way too much art...
https://tgstation13.org/phpBB/viewtopic ... 7&p=239075 - IN GAME ADMINISTRATOR
Usually seen as Skylar Lineman/Mekhi Anderson.
Commissions way too much art...
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- Saegrimr
- Joined: Thu Jul 24, 2014 4:39 pm
- Byond Username: Saegrimr
Re: Airlock Security Levels
It's not that awful of an idea for the vault door at minimum, the rest is pretty iffy.
tedward1337 wrote:Sae is like the racist grandad who everyone laughs at for being racist, but deep down we all know he's right.
- kevinz000
- Joined: Fri Nov 14, 2014 8:41 am
- Byond Username: Kevinz000
- Github Username: kevinz000
- Location: Dorm Room 3
Re: Airlock Security Levels
I'm mostly miffed because the PR author specifically stated he will not be adding this to the map at roundstart.
Then I get a PLEASENT SURPRISE when I need to hack a door. :/
Then I get a PLEASENT SURPRISE when I need to hack a door. :/
Local catgirl scratching post - Shezza
Usually seen as Skylar Lineman/Mekhi Anderson.
Commissions way too much art...
https://tgstation13.org/phpBB/viewtopic ... 7&p=239075 - IN GAME ADMINISTRATOR
Usually seen as Skylar Lineman/Mekhi Anderson.
Commissions way too much art...
https://tgstation13.org/phpBB/viewtopic ... 7&p=239075 - IN GAME ADMINISTRATOR
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- firecage
- Github User
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Re: Airlock Security Levels
So basically, it's now easier and simpler to just make False R-walls?
- D&B
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- ShadowDimentio
- Joined: Thu May 08, 2014 3:15 am
- Byond Username: David273
Re: Airlock Security Levels
Vault, Armory and AI controlled areas are the only places where this is warranted.
Spoiler:
- Shaps-cloud
- Code Maintainer
- Joined: Thu Aug 14, 2014 4:25 am
- Byond Username: Shaps
Re: Airlock Security Levels
Hooray, more gearchecks and punishments if you don't carry around a mandatory half backpack's worth of gear that was mandated by one person making a PRD&B wrote:What are welding helmets?
- Thundercoot
- Joined: Fri Oct 24, 2014 10:47 pm
- Byond Username: Erwgd
Re: Airlock Security Levels
The extra step of welding the metal cover should be replaced with two steps that don't require a welder. Maybe you need to use a crowbar to pry the cover off a little, then you need to use a wrench or any other small strong weapon (like a knife) to loudly remove the cover by smashing it off.
- D&B
- Joined: Mon Jun 13, 2016 2:23 am
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Re: Airlock Security Levels
I mean in this case if it carries the same punishment you could just weld down the walls and decon them.Shaps wrote:Hooray, more gearchecks and punishments if you don't carry around a mandatory half backpack's worth of gear that was mandated by one person making a PRD&B wrote:What are welding helmets?
And it's not like traitors can't get explosives. The only thing this affects is greytiders and people that need to break in but honestly just break a window at that point.
Spoiler:
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- Joined: Tue Dec 08, 2015 7:02 pm
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Re: Airlock Security Levels
Add in tin cans and a can opener.Thundercoot wrote:The extra step of welding the metal cover should be replaced with two steps that don't require a welder. Maybe you need to use a crowbar to pry the cover off a little, then you need to use a wrench or any other small strong weapon (like a knife) to loudly remove the cover by smashing it off.
- Davidchan
- Joined: Wed Aug 12, 2015 4:48 pm
- Byond Username: Davidchan
Re: Airlock Security Levels
Or you know, any other antag that isn't a syndicate traitor but may have a reason to want to get into a specific area, specifically things like conversion modes. Syndicates already get emags to quick open doors, why are we making this a thing? The only way I could see this even being needed is that if you could cut the bolts and thus able to crowbar a door open without needing a multitool/wire cutters.D&B wrote:I mean in this case if it carries the same punishment you could just weld down the walls and decon them.Shaps wrote:Hooray, more gearchecks and punishments if you don't carry around a mandatory half backpack's worth of gear that was mandated by one person making a PRD&B wrote:What are welding helmets?
And it's not like traitors can't get explosives. The only thing this affects is greytiders and people that need to break in but honestly just break a window at that point.
Law 0: Secborg din do nuffin.
- D&B
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- Location: *teleports behind you*
Re: Airlock Security Levels
Clock cult can convert the door. Blood cult can emp or get a construct to break walls. Revs can deconstruct walls or thermite them. Lings can emp screech and crowbar or monkeyform and vent crawl. It just makes hacking harder but there's still options.Davidchan wrote:Or you know, any other antag that isn't a syndicate traitor but may have a reason to want to get into a specific area, specifically things like conversion modes. Syndicates already get emags to quick open doors, why are we making this a thing? The only way I could see this even being needed is that if you could cut the bolts and thus able to crowbar a door open without needing a multitool/wire cutters.D&B wrote:I mean in this case if it carries the same punishment you could just weld down the walls and decon them.Shaps wrote:Hooray, more gearchecks and punishments if you don't carry around a mandatory half backpack's worth of gear that was mandated by one person making a PRD&B wrote:What are welding helmets?
And it's not like traitors can't get explosives. The only thing this affects is greytiders and people that need to break in but honestly just break a window at that point.
Spoiler:
- Anonmare
- Joined: Sun Mar 15, 2015 8:59 pm
- Byond Username: Anonmare
Re: Airlock Security Levels
EMPs aren't good options for Lings since it sends the AI a lot of alerts, plus it's obvious. They're better off Armblading and forcing the door open manually
- oranges
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Re: Airlock Security Levels
I'm sure they weren't enabled by default
what happened?
what happened?
- kevinz000
- Joined: Fri Nov 14, 2014 8:41 am
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- Github Username: kevinz000
- Location: Dorm Room 3
Re: Airlock Security Levels
I /think/ from observing what airlocks are reinforced, he just put the security levels in the subtypes of the airlocks which are SPAWNED INTO THE MAP AT ROUNDSTART. I'm still too lazy/on phone so I'm not gonna check code yet and hope coreoverload does his revert.
Local catgirl scratching post - Shezza
Usually seen as Skylar Lineman/Mekhi Anderson.
Commissions way too much art...
https://tgstation13.org/phpBB/viewtopic ... 7&p=239075 - IN GAME ADMINISTRATOR
Usually seen as Skylar Lineman/Mekhi Anderson.
Commissions way too much art...
https://tgstation13.org/phpBB/viewtopic ... 7&p=239075 - IN GAME ADMINISTRATOR
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- Cobby
- Code Maintainer
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Re: Airlock Security Levels
https://github.com/tgstation/tgstation/ ... k_types.dmkevinz000 wrote:I /think/ from observing what airlocks are reinforced, he just put the security levels in the subtypes of the airlocks which are SPAWNED INTO THE MAP AT ROUNDSTART. I'm still too lazy/on phone so I'm not gonna check code yet and hope coreoverload does his revert.
???
Voted best trap in /tg/ 2014-current
- oranges
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Re: Airlock Security Levels
bruh it's only on security and command what's all the whining about.
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Re: Airlock Security Levels
steelpoint at it againoranges wrote:bruh it's only on security and command what's all the whining about.
- D&B
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- Cobby
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Re: Airlock Security Levels
It's not even security, it's just the vault and centcomm according to airlock types
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- Screemonster
- Joined: Sat Jul 26, 2014 7:23 pm
- Byond Username: Scree
Re: Airlock Security Levels
Code: Select all
/obj/machinery/door/airlock/command
icon = 'icons/obj/doors/airlocks/station/command.dmi'
assemblytype = /obj/structure/door_assembly/door_assembly_com
normal_integrity = 450
security_level = 1
/obj/machinery/door/airlock/security
icon = 'icons/obj/doors/airlocks/station/security.dmi'
assemblytype = /obj/structure/door_assembly/door_assembly_sec
normal_integrity = 450
security_level = 1
Code: Select all
+#define AIRLOCK_SECURITY_NONE 0 //Normal airlock //Wires are not secured
+#define AIRLOCK_SECURITY_METAL 1 //Medium security airlock //There is a simple metal over wires (use welder)
+#define AIRLOCK_SECURITY_PLASTEEL_I_S 2 //Sliced inner plating (use crowbar), jumps to 0
+#define AIRLOCK_SECURITY_PLASTEEL_I 3 //Removed outer plating, second layer here (use welder)
+#define AIRLOCK_SECURITY_PLASTEEL_O_S 4 //Sliced outer plating (use crowbar)
+#define AIRLOCK_SECURITY_PLASTEEL_O 5 //There is first layer of plasteel (use welder)
+#define AIRLOCK_SECURITY_PLASTEEL 6 //Max security airlock //Fully secured wires (use wirecutters to remove grille, that is electrified)
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- Joined: Fri Mar 13, 2015 10:26 pm
- Byond Username: KorPhaeron
Re: Airlock Security Levels
Every time a change makes it harder to build or deconstruct stuff it just means people are going to fall back on killing everyone instead, since that's already the easiest option.
- Cobby
- Code Maintainer
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Re: Airlock Security Levels
I'll fix it thenScreemonster wrote:nah, sec and command have it too. Anything with any non-zero value at all now needs a welder to get through at minimum.Code: Select all
/obj/machinery/door/airlock/command icon = 'icons/obj/doors/airlocks/station/command.dmi' assemblytype = /obj/structure/door_assembly/door_assembly_com normal_integrity = 450 security_level = 1 /obj/machinery/door/airlock/security icon = 'icons/obj/doors/airlocks/station/security.dmi' assemblytype = /obj/structure/door_assembly/door_assembly_sec normal_integrity = 450 security_level = 1
Code: Select all
+#define AIRLOCK_SECURITY_NONE 0 //Normal airlock //Wires are not secured +#define AIRLOCK_SECURITY_METAL 1 //Medium security airlock //There is a simple metal over wires (use welder) +#define AIRLOCK_SECURITY_PLASTEEL_I_S 2 //Sliced inner plating (use crowbar), jumps to 0 +#define AIRLOCK_SECURITY_PLASTEEL_I 3 //Removed outer plating, second layer here (use welder) +#define AIRLOCK_SECURITY_PLASTEEL_O_S 4 //Sliced outer plating (use crowbar) +#define AIRLOCK_SECURITY_PLASTEEL_O 5 //There is first layer of plasteel (use welder) +#define AIRLOCK_SECURITY_PLASTEEL 6 //Max security airlock //Fully secured wires (use wirecutters to remove grille, that is electrified)
Voted best trap in /tg/ 2014-current
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