Heat Signature

Heat Signature

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georgi Sep 23, 2017 @ 3:08pm
HELP: stuck in a locked room, all guards with keys are gone
Guys, can you help with ideas on the following situation?

I got stuck in a rescue mission, swapped my self with the guy I had to save, because I killed everyone that had the last level key. I first tried to use Visitor to take the guy I was rescuing, but didn't work and was thinking if I swap myself I will work it out later... but got stuck with no other charges in swapper :))))

Thanks a lot!

PS here's a screenshot http://steamcommunity.com/sharedfiles/filedetails/?id=1144119225

Last edited by georgi; Sep 23, 2017 @ 3:11pm
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Showing 61-73 of 73 comments
Helion Sep 24, 2017 @ 2:36pm 
Originally posted by James:
Originally posted by Helion:
Let me make this a little bit more clear. A magnetic door has to be on and using itself to 100% until turned off, that means it would use a lot of power considering the size of the in-game doors and it being on at 100% all the time until turned for for 5 seconds. An electric door does not have to be turned on at all, just a switch. When flipped it powers the door to open and then close, then turns off again. which would mean it's only on for max 5 seconds. Thinking that it would use more power, for it to work is frankly an insane assumption that does not make sense at all

again, that only makes sense if everything uses the same amount of power. Magnetic locks barely use any power at all.
sure, I'm not saying itself uses a lot of power and lets also consider that the doors look like large metal doors and not some suburb house door, however it could never use less less than a switch. And sure maybe the electric door could use more power when it needs to move than a magnetic door. but it would only be on for 10% of the time unlike 90% of a magnetic one. That's why it simply can't use less power in the long run. Think of it like this. You have two humans. Human 1 only needs to eat 5 fries 10% of the whole day, but Human 2 needs to eat 1 fry 90% of the whole day.
ChoGGi Sep 24, 2017 @ 2:39pm 
Originally posted by Helion:
A magnetic lock has to be on forever until it's made to be open
Not really, you can have magnetic locks with a mechanical mechanism that stays latched if power goes out for a bank door (fail secure), or something that unlocks when power goes out for an emergency exit (fail safe)
James Sep 24, 2017 @ 2:46pm 
Originally posted by Helion:
Originally posted by James:

again, that only makes sense if everything uses the same amount of power. Magnetic locks barely use any power at all.
sure, I'm not saying itself uses a lot of power and lets also consider that the doors look like large metal doors and not some suburb house door, however it could never use less less than a switch. And sure maybe the electric door could use more power when it needs to move than a magnetic door. but it would only be on for 10% of the time unlike 90% of a magnetic one. That's why it simply can't use less power in the long run. Think of it like this. You have two humans. Human 1 only needs to eat 5 fries 10% of the whole day, but Human 2 needs to eat 1 fry 90% of the whole day.

I can basically garantee you the power cost of both door methods would be trivial (even compared to the cost to have the lights on in the ship) but even ignoring that the magnetic locking would cost way less than powered doors.
Helion Sep 24, 2017 @ 2:47pm 
Originally posted by ChoGGi:
Originally posted by Helion:
A magnetic lock has to be on forever until it's made to be open
Not really, you can have magnetic locks with a mechanical mechanism that stays latched if power goes out for a bank door (fail secure), or something that unlocks when power goes out for an emergency exit (fail safe)
That would be a bad feature in space in my opinion ¯\_(ツ)_/¯
Helion Sep 24, 2017 @ 2:48pm 
Originally posted by James:
Originally posted by Helion:
sure, I'm not saying itself uses a lot of power and lets also consider that the doors look like large metal doors and not some suburb house door, however it could never use less less than a switch. And sure maybe the electric door could use more power when it needs to move than a magnetic door. but it would only be on for 10% of the time unlike 90% of a magnetic one. That's why it simply can't use less power in the long run. Think of it like this. You have two humans. Human 1 only needs to eat 5 fries 10% of the whole day, but Human 2 needs to eat 1 fry 90% of the whole day.

I can basically garantee you the power cost of both door methods would be trivial (even compared to the cost to have the lights on in the ship) but even ignoring that the magnetic locking would cost way less than powered doors.
A magnetic lock is powered?
James Sep 24, 2017 @ 2:48pm 
Originally posted by ChoGGi:
Originally posted by Helion:
A magnetic lock has to be on forever until it's made to be open
Not really, you can have magnetic locks with a mechanical mechanism that stays latched if power goes out for a bank door (fail secure), or something that unlocks when power goes out for an emergency exit (fail safe)

That's true, but we were specifically talking about fail safe variants because this is TECHNICALLY a discussion about the idea of crash beams unlocking doors instead of subverters (freeing subverters to lock enemies out, or booby trap the door in some way).

Science shouldn't technically have come into it, but it was fun anyway so I allowed it.
georgi Sep 24, 2017 @ 2:57pm 
I never expected to open such a debate on doors:)
James Sep 24, 2017 @ 3:04pm 
Originally posted by georgi:
I never expected to open such a debate on doors:)

threads sure can spiral out of control once the initial topic is well explored.

though there are some stragglers who haven't caught up like the guy below
Last edited by James; Sep 24, 2017 @ 3:08pm
Terrarien Sep 24, 2017 @ 3:07pm 
Use subverters on doors
Wikitiki31 Dec 2, 2019 @ 12:20am 
guarantee I just got into a worse situation somehow. I'm locked in the room with my target needing a level 7 keycard thats on some guard on a ship that I blew apart with a different ship. I m literally stuck in a flying piece of garbage in space with no way out
CarThief Dec 2, 2019 @ 2:30am 
Uh, the topic's a big old, you know. But oh well.

But yeah, oof. I would've suggested teleport the key to you, buuuut... Kinda hard to do when that part of the ship's gone. :P

(Two golden tips i suppose: Always grab a key a guard dropped! (Or from any consoles in range.) And try not to walk into any locked-off sections - especially not single-room modules like storage rooms for storage crates - if you do not have the key to get out of them.)

As for the situation in general, what helps nowadays is...
-Teleport the key to you (if there is one on the floor).
-Subverter on the door (it basically "picks" the lock).
-Two visitor teleports to get out. (Or find a key while you're temporarily out with one Visitor.)
-Swapping with a guard/rescue target (or a unconcious/dead guard).
-Blowing up the module you're in with an grenade (gonna hurt, though).
-Making a lot of noise to attract any potential nearby guards (guns, grenades, etc).
-Triggering the alarm and hoping someone finds you and you escape (or you get shot and are thrown out of the airlock).
-Remote control your Brick pod to ram and break the module you're in?
-Clone a similar or higher-tier key from a console/guard in range? (Key cloner.)
-Use a teleport gadget into a Jammer's field of effect to presumably get booted out of the ship.
-Hope the ship has a captain/autopilot that returns to their base if alarmed, get captured, then get rescued by another character.
Helion Dec 2, 2019 @ 12:46pm 
Why are we still here? Just to suffer?
ChoGGi Dec 2, 2019 @ 4:07pm 
Yes.

Fancy seeing you around this necro, how goes it?
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Date Posted: Sep 23, 2017 @ 3:08pm
Posts: 73