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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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Restricted access to Alaska through 'keys'/'codes'

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Restricted access to Alaska through 'keys'/'codes'
Offline Linkus
09-19-2008, 05:57 PM, (This post was last modified: 09-19-2008, 05:58 PM by Linkus.)
#1
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http://www.lancersreactor.com/phpBB3/viewt...?f=13&t=720

Or more importantly

Quote: Is there a way to make it so that you can only access a specific gateway if you have a specific item?

Quote:Sure FLAC or FLHook can do this, but it also require client-side modifications. You know gates can be locked/unlocked for each player individually, it can even occur while you are in space. Simply add new commodities (to clients as well), Gate-Access-003-NY-C, etc, set FLAC/FLHook to recognize it, and then disable gate lock (remove locked_gate entry from player-file). A commodity should look like this:
[Commodity]
nickname = gate_Li01_to_Li05
ids_name = XXXXXX
ids_info = XXXXXX
units_per_container = 1
loot_appearance = lootcrate_lair_power_cell
decay_per_second = 0
volume = 5.000000
hit_pts = 250
gate_key = 2293678337 <- you need the hash (or CRC or what the hell) code, you also need to generate for jumpgates NOT FOUND in initialworld.ini.

Edit: BTW jumpgate TICKETS sound better I think, they can be purchased on border stations... So after the jump, your ticket is gone.

Huzzah for the solution to Alaska. Stick the item in the LSF guard system. While it won't get rid of ALL power trading maniacs, it will get rid of a huge chunk of em.





Facilitating the rise of robotics since 0 A.D.
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Offline Jinx
09-19-2008, 06:02 PM,
#2
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that sounds brilliant - would be a very nice addition if such a "keycard" was restricted to ... what we like to call "a selected few".



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Offline farmerman
09-19-2008, 06:04 PM,
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It seems like it could make for a neat market in selling keys/codes, too.

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Offline sn!p3r
09-19-2008, 06:06 PM,
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Except we won't be having a guard system, something about when a new guard faction is made, all characters from the previous version would be neutral, so if this gets put in our system it won't stop anyone from getting it.

So i guess it's just going to be plain LSF, which is not hard to get neutral/friendly. Idea is excellent though, maybe virginia would be best fit to hold them...
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Offline Linkus
09-19-2008, 06:08 PM,
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Navy Guard then perhaps? Simply somewhere restricted to put it. Or stick it in Alaska itself though that would simply mean people would buy many and sell them off etc, making them useless.





Facilitating the rise of robotics since 0 A.D.
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Offline Jinx
09-19-2008, 06:10 PM,
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whats the big deal - at least you can do two things with it:

- declare any non LSF IDed and Tagged player with a keycard to be ooRP and violating the official rules ( exceptions would be.... surprise ! - exceptional RP chars )

- lock the gate down for everyone else

right now, everyone can just pass the gate - when its locked down, they do at least need the keycard which would be ooRP for everyone to have. it works with IDs - why can t it work with such a keycard? - oh, and you can flag the item to be undroppable / untradable.

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Offline farmerman
09-19-2008, 06:21 PM,
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As a thought - can it be built into certain IDs? Then LSF/LN IDed characters would have it work right away for them.

Or Jinx' idea.

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Offline Lucend
09-19-2008, 06:47 PM, (This post was last modified: 09-19-2008, 06:49 PM by Lucend.)
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I don't see the big deal in having a keycard droppable and having an underground market for it.

LSF/LN/LPI can engage at will anyone that isn't part of the government carrying around one of these. ( a form of contraband, perhaps one that would make the character KOS as soon as the Libs see that commodity) Granted, it doesnt' stop people from landing on a station and buying a million of these. Even a guard system would be a problem. However even with a bunch of these around, it would still limit people from accessing the gate.

Building it into the ID would actually be good to. Overall I think the keycard commodity would be interesting for interactions. (Perhaps even make it usable only once or twice and then have it decay away) But I do think the Jumpgate needs to be locked down in some form.

Edited to add: Idea: perhaps both? Build it into the IDs and have a 'hacked' card commodity that decays?

&quot;The thirteen saloons that had lined the one street of Seney had not left a trace. The foundations of the Mansion House hotel stuck up above the ground. The stone was chipped and split by the fire. It was all that was left of the town of Seney. Even the surface had been burned off the ground.
Nick looked at the burned-over stretch of hillside, where he had expected to find the scattered houses of the town and then walked down the railroad track to the bridge over the river. The river was there.&quot;

Osaika Moto, the Fall and Rise of a Kusari Farmer

Juan Lucendez, √ Corsair
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Offline Linkus
09-19-2008, 07:24 PM,
#9
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Avoid building it into ID's. It would limit RP possibilities quite a bit. (EG if you are say, a Hessian who in involved in a Sirius wide conspiracy and end up having to fly around the place a lot, your ID would not allow you to go into certain places, even if your community accepted and reinforced RP allows it)

Have a Datapad or something with the docking codes on them for all restricted LN gates (Unless there are systems that are ultra sensitive even compared to Alaska) and have it droppable.
The LN, LSF etc can enforce a ban on the trading of these commodities.
Of course, a Navy Officer could always just sell them anyway, being properly corrupt for once:P





Facilitating the rise of robotics since 0 A.D.
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Offline Grimly
09-19-2008, 07:34 PM,
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I DISAGREE !

You talk about LPI/LN/LSF ... yes that's one side of alaska JG, the Liberty side. Now look for the other side, the Omicron side. We have, the order, the zoners, the nomads ...

The Liberty side have already all rights to engage on sight any ship in Z21, it's enough.

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Taking what's yours since 816 A.S.
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