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Myst Leissa Jun 20, 2018 @ 4:36am
Second Pass at access control
I would like to state my opinions on Access control and where it could be improved:

First I love the access card idea - but as others have said this is largely negated by the ability to just disassemble the doors/structure/etc - what I was thinking is that you could have a device that causes an entire structure to "assign" a passcard and unless you have that carrd you CANNOT disassemble said structure. Naturally you'd make this per building as unconnected buildings would be difficult to change.

Secondly - and I'm unsure if this is the case (because i haven't played on MP yet) - you should probably assign a creation key to the player that creates an Access Card and it only unlocks/locks devices that are made by that player or are "assigned" to their created card. This would prevent multiplayer "invasions" where another player/team would aim to steal resources from an potentially enemy structure.

Finally and in closing - I think there should be a "Basic" Access card and Cartridge that can be printed from the Electronics Printer as opposed to the Security Center - the reasoning is to provide some basic degree of security in multiplayer bases early on. Alternatively you could put in an starter dynamic crate with some basic combat/access control supplies (call it "Security Supplies")
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Showing 1-8 of 8 comments
CaptainCamembert Jun 20, 2018 @ 1:26pm 
How are you going to control the disassemble thingy? EVERY item/structure would have to be assigned to some sort of security level, including every wall and frame ect. I just can't see how that would work in game. Let alone it also makes zero sense not to be able to take a wall plate off, because you lack an acces card. That just seems off.

What they could do instead is have the players spawn without tools, but include a starting chest full of tools at the start of the game. Invaders without tools won't be able to do jack.

I also don't understand your second point. Do you mean that cards are not assigned colors but individual codes, so that every card is unique? If you have multiple people on a server playing together you would have to assign each and every item to all players every time. That seems tedious.

The color system works very well already in my opinion. You can have multiple levels of security, visiter cards, private rooms and master keys quite easily with the current system.
Last edited by CaptainCamembert; Jun 20, 2018 @ 1:29pm
CaptainCamembert Jun 20, 2018 @ 1:37pm 
What they should consider is flipping around the color assignment process... So that structures (doors) get one single color assigned to them and cards get multiple colors to be able to access.

Also they should include an option to have the colors replaced by either numbers or letters for the colorblind
Myst Leissa Jun 20, 2018 @ 4:07pm 
Originally posted by CaptainCamembert:
How are you going to control the disassemble thingy? EVERY item/structure would have to be assigned to some sort of security level, including every wall and frame ect. I just can't see how that would work in game. Let alone it also makes zero sense not to be able to take a wall plate off, because you lack an acces card. That just seems off.
Think about how other Survival Games have Off-line Protection: They surround a given structure in a "protective" grid; What I'm suggesting is a "centralized" device be created (think of it as a "Security terminal" that once placed and set a passcard on will no longer allow editing of all connected blocks without that passcard.
CaptainCamembert Jun 20, 2018 @ 10:05pm 
Originally posted by Nysch:
Think about how other Survival Games have Off-line Protection: They surround a given structure in a "protective" grid; What I'm suggesting is a "centralized" device be created (think of it as a "Security terminal" that once placed and set a passcard on will no longer allow editing of all connected blocks without that passcard.
Sure, that would work, but it wouldn't make any logical sense and since there are plenty of ways to find a more realistic solution, I think it's not going to happen. I certainly wouldn't like it at all.
CaptainCamembert Jun 20, 2018 @ 10:09pm 
Also, if you don't want anyone in your server while you're offline assign a password to it. Problem solved 😁
Myst Leissa Jun 20, 2018 @ 10:56pm 
Originally posted by CaptainCamembert:
Also, if you don't want anyone in your server while you're offline assign a password to it. Problem solved 😁
Pretty sure the point here isn't actually the multiplayer aspect but the level design implications overall. Also Logic fails to deliver a suitable result for what /would/ work in the case of access control - I don't want to assign a password just for the sake of assigning a password.
CaptainCamembert Jun 21, 2018 @ 1:15am 
Level design implications? I'm not sure I can follow. What's the scenario in which buildings would have to be protected other than multiplayer and online servers? Having protected buildings in a singleplayer environment seems a bit useless.

Enlighten me 😂.
Myst Leissa Jun 21, 2018 @ 3:52am 
Originally posted by CaptainCamembert:
Level design implications? I'm not sure I can follow. What's the scenario in which buildings would have to be protected other than multiplayer and online servers? Having protected buildings in a singleplayer environment seems a bit useless.

Enlighten me 😂.
The tool is multi-use - but the idea behind it works for both - I want to be able to setup puzzle levels - so having a player using a tool to dissassemble a structure prematurely is counter productive.
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Date Posted: Jun 20, 2018 @ 4:36am
Posts: 8