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Armory doors resist hacking #18622
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Armory doors resist hacking #18622
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Cool change, but I would personally prefer if you'd instead make a sub-type of this door with a skin that more closely matches Security. It can retain the black for visual clarity of being a stronger door, but perhaps making the stripe red would be enough already.
The armory does not need any more protection than it already has. Beyond IR wires, the narc, turrets on the outside and multiple rwalls, AND being in the middle of security, the armory has plenty of protection. In comparison to ither codebases, our armory is already unreasonable protected. If security does not pay atttention to people breaking into one of the most guarded locations, that's on them. |
The Rwalls mean nothing, the NARCS is always prepped for with either the N2O tank or some other object to block it, the IR detectors i have NEVER seen used and on many maps armory is actually at the edge of security and breakins cannot be heard from where sec will be spending most of their time. And on lower pop its near impossible to be permanently aware of armory breakins, almost every time ive seen someone get caught is because the AI alerted them. |
Heavy disagree here. All it takes is one robust player taking advantage of an opportune moment to be able to slide into the armory. Frankly, in my opinion the armory doors should not even be able to be emagged, because it kind of turns them into a joke. On either a low pop round with few Security, or a high pop round with lots of antags it's absolutely possible for someone to slip into Security unnoticed, depending on the map sometimes the armory is so isolated that it's hard to constantly keep an eye on it. Increasing the amount of time it takes to open the doors considering the pay-off is fair in my mind. |
yeah to be honest the armory on 1 gets raided so often its a little silly at this point, make it need a little more effort to get in. door hacking, to experienced powergamers, is like a 3 second operation. and the armory barely changes that. Having to guard the armory constantly from 3 second break ins is way too high maintenance. First for how boring it is to guard, second for how impactful it is to have things stolen. |
I considered adding custom times for different doors when I added the action bar on opening door panels. I'd rather see that than 100% unhackable armory doors. Maybe I'll revisit the idea |
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i think this is good in combination with #18275
seconded. rather than having to be 24/7 on watch for the armory, you can know that if the auth disc is safe, the armory doors are. that leaves the rwall as the general weakest link for breaking in, which is a much better amount of risk for break ins. |
Strongly against this implementation. I think part of the reason the armory doors are so frequently hacked is because trying to gain access through any other means is almost impossible. Especially compared to a quick hack or two. I definitely think getting through the amory doors should be way less trivial, but making breaking in even harder as a whole doesn't seem to be the right way of going about things. |
making other break-ins more accessible on top of this PR is a good way to go. but im happy briefly having a too-locked-down armory if only to shake up the powergame in the short term. |
Happy in favor of this,opening the panel and snipping a wire should not be the weak link. It makes all other defense systems obsolete, as everything except the NARCS is useless to that mode of attack. Not like it's that hard to get thermite, if you want to be quick. Or an RCD. Or explosives. Or anything, really. I can't say it's that hard to break into the armory, passive defenses are weak. |
Yeah idk, not too common, but there are cases when security officers/regular crew members will need to hack into the armory for a single item, without a giant announcement to everyone that it was authed, or for emergency situations when security/heads of staff are dead Constant armory hack in is not too fun to deal with, but think fully unhackable doors would maybe be a bit too much |
If you are using armory it should be announced to the server imo and with the auth disk change you can just shut it behind you after getting the one item. |
sec offs can just... decon the walls. reinforced walls arent impossible to break (actually arent that difficult, just slightly time consuming) my original concerns for this commit are gone. i'm 100% for it now. what kind of high security door locking down firearms has the access panel on the outside anyway. maybe people might actually switch it up and grab thermite etc. before getting their mitts on some of the best equipment on the station. |
I'd prefer if hacking the door was hard instead of impossible (Shuffled wires, Alarm wire, bolt on power off, multiple id wires?), but this is works too I do agree that blue on black doesn't really match security |
I left it as a "command" style door because some maps use those and I also am not a spriter. |
Made them a subtype that can be RCD'd and the AI can hack them again, also has a cool red colour |
[BALANCE] [Systems]
About the PR
Makes armory doors unable to be pierced by screwdrivers and gives them a cool new sprite
Why's this needed?
Makes Armory unable to be ran into and completely emptied in under 5 minutes if security isn't on their A-game or straight up doesn't exist. Now you need to authorize, deconstruct a wall or Emag in, all being much more noticeable and louder forms of entry. Sneakily breaking into Armory SHOULD be hard. Also encourages antagonists to use their own kit, rather than security's.
Changelog