blash365 Posted May 13, 2018 Share Posted May 13, 2018 There is already a pretty good way to allow/restrict access of dupes for all doors in our base. However every now and then i run into the issue that i want to restrict a door to all dupes wearing an exosuit. In those cases i have to cycle through all my dupes and check whether they are wearing a suit or not. And i also have to update all doors if i equip another exosuit on a new dupe. Or in another case i want to exclude everybody but my digger-squad from passing a door. Again i have to check everybodies jobs and update the doors if my job-assignment changes. A simple solution for the first problem would be to set a restriction "exosuit required" for doors. However this seems rather arbitrary and one-way-usable. I'd imagine that it would be a nice feature if we could have a set of cards (which might need research and production) that can be handed out to our dupes on a seperate sheet. So each dupe could hold several cards (red, blue, yellow or maybe more in-universe hydrogen, morb, bristle), which might allow him access to several card-marked doors in our base. That way i could simply give all my exo-suit wearers a yellow card (which i might be allowed to rename accordingly) and from then on use the yellow card as a placeholder for door access (and still being able to override it with specific dupe access/restriction). Additionally there could be automation sensors for out dupe-cards, which might open up different routes for each dupe depending on their cards. That way creative players might come up with some cool out-of-the-box implementations of that system. Furthermore imagine that there will be external threads in a future update, like space pirates. Unfortunately space pirates dont have your golden access card to your base, so another path opens for them thanks to your crisp automation layout, which sends them down a DEATH TRAP! MUHAHAHA! Evil Genius in space confirmed! Spoiler P.S.: Maybe the next space pirate squad will be smarter and bring a hack-wiz along their raid. Link to comment https://forums.kleientertainment.com/forums/topic/90782-door-access-cards/ Share on other sites More sharing options...
Oozinator Posted May 13, 2018 Share Posted May 13, 2018 There are still working door permissions. "Evil genius" is not so much micro, still a good game. Link to comment https://forums.kleientertainment.com/forums/topic/90782-door-access-cards/#findComment-1035142 Share on other sites More sharing options...
blash365 Posted May 14, 2018 Author Share Posted May 14, 2018 18 hours ago, Oozinator said: There are still working door permissions. Didn't i say this in my very first sentance? I am suggesting an improvement. Link to comment https://forums.kleientertainment.com/forums/topic/90782-door-access-cards/#findComment-1035271 Share on other sites More sharing options...
Oozinator Posted May 15, 2018 Share Posted May 15, 2018 13 hours ago, blash365 said: Didn't i say this in my very first sentance? I am suggesting an improvement. You did. "suggesting improvement" = additional micro, without further benefit (for me) Link to comment https://forums.kleientertainment.com/forums/topic/90782-door-access-cards/#findComment-1035453 Share on other sites More sharing options...
BlueLance Posted May 15, 2018 Share Posted May 15, 2018 I wouldnt mind being able to just give a dupe a key, I would rather that than have to go through every single restricted door to adjust it for each dupe when needed I mean if I made the door require an obsidian keycard and only had dupes x, y and z have access, it means if i have other areas that are similar i can just lock it to everyone without an obsidian keycard. Door could have a panel which makes it easier to see what kind of door lock it is. So to me it is less micro as instead of selecting/deselecting different doors for dupes you can just make it a certain lock and give dupes keycards which open them. I mean selecting all your dupes is less micro than selecting all the possible doors you have, and then individually selecting which dupes can pass, especially if you have to look and see which dupe is which XD Link to comment https://forums.kleientertainment.com/forums/topic/90782-door-access-cards/#findComment-1035522 Share on other sites More sharing options...
blash365 Posted May 15, 2018 Author Share Posted May 15, 2018 14 hours ago, Oozinator said: You did. "suggesting improvement" = additional micro, without further benefit (for me) Additional micro? I dont agree, because you do not need to use cards and can still use the current dupe access/restriction function No further benefit? I dont agree either, because you can manage bigger groups of dupes easier, since you only need to access/restrict ONE card for each of your doors to give the respective group of dupes access. Let's say you have 3 cooks and for some reason you want to keep those 3 in your kitchen 24/7. Your 3 couriers should be allowed to access the kitchen to bring in ingredients and should be free to travel the rest of the map to fetch them. Your 3 diggers should not be allowed to access the kitchen, since they have dirty feet, which is very unhygienic. They also smell bad. You will allow access of your kitchen doors for the 3 cooks and 3 couriers, while denying access to everybody else. Now one of your diggers found a Neural vacillator, which gave him +50 cooking. Obviously he should be sent to the shower and be made into a cook. Conversely one of the cooks should take out his shovel and start digging to keep the balance in order. You will simply change their jobs and now you will have to check all the doors that you have previously configured (luckily it is just 2 of them) and change the restriction/access. With my suggestion you would just have a cooking, a courier and digging card, which would be used for the door configuration. Upon finding the vacillator and changing the jobs, you would just have to exchange the access cards of the changed staffmembers. No need to touch any door at all. Now imagine the same with more than just 9 dupes and more than just 2 doors. Access cards can allow you to specify role-dependant access across your entire base. And defining the roles is up to the player. Link to comment https://forums.kleientertainment.com/forums/topic/90782-door-access-cards/#findComment-1035621 Share on other sites More sharing options...
Oozinator Posted May 15, 2018 Share Posted May 15, 2018 How many dupes do you have in your base? My dupes mastered every job and everyone is doing anything. I never need more then 10 dupes, even with 10, 50% are idle.. When you have more dupes, everything is scaling up(O², food..), but when they are experienced you could kill most of them.. Link to comment https://forums.kleientertainment.com/forums/topic/90782-door-access-cards/#findComment-1035651 Share on other sites More sharing options...
BlueLance Posted May 16, 2018 Share Posted May 16, 2018 I always have 16 and then recently I have been bumping it up to 32. I will hopefully be doubling that again before the next patch is due out (I play on a bigger map sore more is viable for me) Link to comment https://forums.kleientertainment.com/forums/topic/90782-door-access-cards/#findComment-1035768 Share on other sites More sharing options...
blash365 Posted May 17, 2018 Author Share Posted May 17, 2018 On 16.5.2018 at 1:40 AM, Oozinator said: How many dupes do you have in your base? My dupes mastered every job and everyone is doing anything. I never need more then 10 dupes, even with 10, 50% are idle.. When you have more dupes, everything is scaling up(O², food..), but when they are experienced you could kill most of them.. So because you are fine with 10 dupes everybody else has to discard every feature that is not necessary for 10? I am playing with 12 dupes at the moment, but i will happily increase that number as soon as i can support more. They dont need to bring extra value, i just like to house more dupes in my base. We simply have different playstyles. I agree that my feature might not be useful for your playstyle, but for my playstyle and most likely many others (i have seen bases with 50+ dupes around) it is. On 16.5.2018 at 9:58 AM, BlueLance said: I play on a bigger map sore more is viable for me How so? Link to comment https://forums.kleientertainment.com/forums/topic/90782-door-access-cards/#findComment-1036078 Share on other sites More sharing options...
he77789 Posted June 18, 2018 Share Posted June 18, 2018 Just use the exosuit checkpoint and a mesh door before that for access perm. Link to comment https://forums.kleientertainment.com/forums/topic/90782-door-access-cards/#findComment-1051889 Share on other sites More sharing options...
BlueLance Posted June 18, 2018 Share Posted June 18, 2018 On 17/05/2018 at 6:53 PM, blash365 said: How so? I increased the size of my map and added in additional random geysers. So for me I can usually support larger bases etc. My current CU map is 768/1024 so rather tall, and instead of 2 geysers per biome type there are 10. Standard map is something like 256/384 So its 3 times the height and width. Still runs peachy. Link to comment https://forums.kleientertainment.com/forums/topic/90782-door-access-cards/#findComment-1051897 Share on other sites More sharing options...
fredhp Posted June 19, 2018 Share Posted June 19, 2018 No need for a complicated system. An easy one, without too many micromanagement, is to make it possible to create groups of duplicants, and set group permissions to doors. Imagine you have an especial room, and want to allow only some specific dups to enter. Just create a group "My room" , set doors permissions to allow the "my room group" to enter, and add dups to that group. Once setted up, it will allow a wide range permissions for a dup, keeping consistency and reducing a lot of micromanagement. Group system is widely used in anywere, its easy and efficient way to deal with permissions. Link to comment https://forums.kleientertainment.com/forums/topic/90782-door-access-cards/#findComment-1052576 Share on other sites More sharing options...
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