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Author Topic: Base item theft solution maybe?  (Read 2921 times)

Michaelh139

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Re: Base item theft solution maybe?
« Reply #15 on: August 28, 2011, 11:37:36 pm »

If we have a vault or bottomless locker implemented I think it'd be a good idea to add some filters to it so you aren't scrolling through 8237498654970269536 items looking for 5mm ap ammo....
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Fizzle

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Re: Base item theft solution maybe?
« Reply #16 on: August 29, 2011, 02:25:31 am »

ya but a bottomless locker = no base raping. You would just put everything in there which is not what i would of had in mind at all. Even on WOW the guild vaults (since i played a few years ago then quit) were not bottom less. Maybe certain things would have a greater carying capacity.

-Maybe if you buy a base you should be able to buy the amount of lockers/storage units up to a max of course. (Each base would have a different limit) Also only certain crates and stuff can be placed outside.

- But yes a way to search for items would be nice, only if you had an increased amount of carrying capacity of certain storage units.
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kraskish

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Re: Base item theft solution maybe?
« Reply #17 on: August 29, 2011, 02:55:56 am »

It will never happen. I think last thing devs wanna do is to indulge players with botomless lockers so that players could craft or hoard even more stuff at your base and to never go out to the towns.

I fancy the idea for one reason though: It could raise total acceptable number of people in a base = free faction names. Maybe.
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Re: Base item theft solution maybe?
« Reply #18 on: August 29, 2011, 08:00:39 am »

So, like an amusement park where there is a sign that says "you must be this tall to go on this ride"?

What is the in-game rationale for magically not being able to open containers?

Town control lockers represent the town paying tribute- it is not literally a chest.

Containers can be locked, and T-Ray can make key copies IIRC.

Distribute key copies to trusted people.
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Re: Base item theft solution maybe?
« Reply #19 on: August 29, 2011, 10:58:30 am »

Well i think we can agree that multiple bases is still best solution even if those suggestion would be implemented.
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Grommok

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Re: Base item theft solution maybe?
« Reply #20 on: August 29, 2011, 11:39:40 am »

So, like an amusement park where there is a sign that says "you must be this tall to go on this ride"?

What is the in-game rationale for magically not being able to open containers?

Town control lockers represent the town paying tribute- it is not literally a chest.

Containers can be locked, and T-Ray can make key copies IIRC.

Distribute key copies to trusted people.
Think like this.
"You see a locker"
"Upon further inspection, you see a retinal scanner".
"After using it, the retinal scanner says: You dont have authorization to open that locker".
Enough Falloutish for ya?
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Surf

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Re: Base item theft solution maybe?
« Reply #21 on: August 29, 2011, 11:42:18 am »

A high tech retina scanner on a rusty, corroded makeshift chest/locker in a base in the middle of the desert.



? ? ? ?

;)
Re: Base item theft solution maybe?
« Reply #22 on: August 29, 2011, 11:45:12 am »

A high tech retina scanner on a rusty, corroded makeshift chest/locker in a base in the middle of the desert.

You got the point. Combining rusty and decayed things with high tech stuff is too fallouty for 2238. ;-)
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Grommok

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Re: Base item theft solution maybe?
« Reply #23 on: August 29, 2011, 11:46:14 am »

I'm just trying to take it from a different point of view- instead of "magic", a retinal scanner. Or fingerprint scanner. After all, maybe old prewar bases might have that stuff. (Talkin' bout Old Bunker)
Other bases might have that feature for a "little" fee, like 5k more caps when buying base.
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Re: Base item theft solution maybe?
« Reply #24 on: August 29, 2011, 02:38:48 pm »

I'm just trying to take it from a different point of view- instead of "magic", a retinal scanner. Or fingerprint scanner. After all, maybe old prewar bases might have that stuff. (Talkin' bout Old Bunker)
Other bases might have that feature for a "little" fee, like 5k more caps when buying base.

Use locks.
Multiple tents/bases.

This is actually more realistic- you take a risk by recruiting new members, and there are painstaking steps to guard against betrayal.

One persons' annoying feature is another persons' roleplaying mechanic.
 
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I wish there were bags, backpacks, etc. in Fonline.
Re: Base item theft solution maybe?
« Reply #25 on: August 29, 2011, 03:27:15 pm »

since we are throwing ideas around what about a secured room locked via a passcode set in faction terminal but here's the kicker, you have say a single "keeper of arms" ranked member. So you have a few lockers and maybe a table or two to store stuff and there is a little barred window like the banker in redding where you can talk to each other and if possible trade through. Also none of that unlimited storage business.

But what would happen if the keeper of arms input the passcode but was backstabbed and another member tries to rape the armory? well obviously i didnt fully think this through to be foolproof but it's just an idea anyway. i do wonder if it is possible that after input of passcode person can be teleported inside to keep from such things happening. May be more annoying to store and retrieve items but hey, it's the price you pay for security.
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Re: Base item theft solution maybe?
« Reply #26 on: August 30, 2011, 12:18:38 am »

since we are throwing ideas around what about a secured room locked via a passcode set in faction terminal but here's the kicker, you have say a single "keeper of arms" ranked member. So you have a few lockers and maybe a table or two to store stuff and there is a little barred window like the banker in redding where you can talk to each other and if possible trade through. Also none of that unlimited storage business.

But what would happen if the keeper of arms input the passcode but was backstabbed and another member tries to rape the armory? well obviously i didnt fully think this through to be foolproof but it's just an idea anyway. i do wonder if it is possible that after input of passcode person can be teleported inside to keep from such things happening. May be more annoying to store and retrieve items but hey, it's the price you pay for security.

How would the secured room be installed?

Would the door be explosive proof?
What about Electronic Lockpicks?

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I wish there were bags, backpacks, etc. in Fonline.
Re: Base item theft solution maybe?
« Reply #27 on: August 30, 2011, 05:09:50 am »

How would the secured room be installed?

Would the door be explosive proof?
What about Electronic Lockpicks?



It was just a passing thought of an idea anyway but to answer your questions.

1. would be up to somebody willing to map an extra room underground although i can see this falling short for the trapper camp maybe even the cave.

2&3. explosive proof and safe from electronic lockpicks? depends how it would be implemented which is to say i should have explained more or thought it through. Well as i imagine it, you have a vault door there with blockers in place but essentially you have like a green grid there. The member with the correct rank and passcode would step onto it and activate the dialogue box which says enter passcode > hit say > input code > member is transported into the other side.

Whether or not it is possible i dont really care since i don't belong to or own any base but the idea came to me and i felt like putting it down.
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LagMaster

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Re: Base item theft solution maybe?
« Reply #28 on: August 30, 2011, 07:38:49 pm »

do you read the devblog? factions will be able to have multiple bases, and also limited access
so you can let the high tier shit in a baswe where noobs have no access
and in case of betrayel, just ope the browser and erase his access name
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Johnnybravo

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Re: Base item theft solution maybe?
« Reply #29 on: September 01, 2011, 02:13:42 am »

I like how poeple think that there should be a security flaw when it's implemented.
How's that going to solve anything when you bring X/Y alt to work around that problem?

Sometimes when things are proof to any failure, there's a good reason for it.
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