Difference between revisions of "Doors and Locks"

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(Caution)
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Doors and locks are used to restrict travel between two different rooms.
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Locks are used to create an exclusive barrier between two rooms, preventing unwanted visitors from entering certain areas.
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You can only travel through locked door if
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*You are the owner of the entity, or
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*You are carrying a keycard that contains the required code, or
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*You have the required code.
  
 
==Requirements==
 
==Requirements==
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* Click on the [Install] button on the row that corresponds to the direction you wish to install the door.
 
* Click on the [Install] button on the row that corresponds to the direction you wish to install the door.
 
* Enter a password, and click the [Submit button].
 
* Enter a password, and click the [Submit button].
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==Time to make/upgrade a door==
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Installation Time (hours): Lock Level * 4
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That is: 4 hours to make a standard door, 8 hours to upgrade a standard door to a reinforced door, 12 hours to upgrade a reinforced door to a blast door.
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==Successful installation==
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Chance to Install: (100 - (Door Type *35 )) + (Theft/Deceit * 15);
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If you successfully installed a lock, you will be rewarded with (Lock Level * 20)xp
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That is: 20 xp for succesfully making a standard door, 40 xp for successfully upgrading a standard door to a reinforced door, 60 xp for successfully upgrading a reinforced door to a blast door.
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In the case of failure no XP is awarded.
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==Locking/Unlocking a Door==
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Locking and unlocking the door are both very similar, and to lock or unlock a door, you must be either the commander or owner of a ship. If your faction is assigned as commander you may upgrade a lock freely; however, you must either have make over privileges or enter the old password to unlock, downgrade, or change the password on the door. A commander is always required to enter the password in order to unlock the door for security reasons.
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==Changing a Password==
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Passwords can be changed from the lock screen. Commanders are required to enter the previous password as well as a new password in order to change the password. Owners are only required to enter a new password.
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Passcodes can not exceed 10 characters or be empty.
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==Keys==
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Keys require a crafting kit to create. Once created they can store up to 20 passcodes.
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When attempting to move through a door, the door will first check if you have the required code on a keycard. If you do not, then it will request the password.
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==Breaking a Lock==
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Breaking a lock requires an electronic lock breaker. When attempting to move through the door you will be given an option to break the lock. Breaking the lock takes longer with each lock type, and the chance of success decreases.
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Chance to Succeed: ((Theft+1)/7)*(0.02*Theft/Deceit+1)*((Theft+0.1)/5) * (2/(2<sup>Door Type</sup>))*100 + 1
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After a door has been successfully hacked, it is set to open and can be moved through. However, there is a 50% chance that the owner of the entity will receive a warning that one of their doors has been hacked.
  
 
==Caution==
 
==Caution==
If you fail at upgrading or installing a door you will have a chance to be injured and lose some hit points.
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If you fail at upgrading or installing a door you will have a 50% chance to be injured and lose 2-10 hit points.
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This will be due to carelessness, ineptitude or random mistakes that occur to everyone at some stage.
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If you fail to break a lock, there is a small chance the lock breaker will break.
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Chance to Break Lockbreaker: ((6 - Theft/Deceit) * Door Type)

Revision as of 03:04, 5 November 2011

Locks are used to create an exclusive barrier between two rooms, preventing unwanted visitors from entering certain areas.

You can only travel through locked door if

  • You are the owner of the entity, or
  • You are carrying a keycard that contains the required code, or
  • You have the required code.

Requirements

You need to meet several requirements in order to be able to make or upgrade a door. You will need a Tookit equipped to one of your hand slots. You will also need to be one of the following to make or upgrade a door :

  • The owner of the entity
  • The commander of the entity
  • A member of a faction that is the commander of the entity

In addition, if you wish to downgrade a lock, change the password, or unlock the door, you will need to be:

  • The owner of the entity
  • The commander of the entity
  • A member of a faction that is the commander of the entity, with 'Makeover' privs for the entity, 'May Change Door Codes' privs, or have the pass code

Making a Door

In order to make a door you need to meet the above requirements. Once this is done you will need to be in one of the rooms you wish to create a door between. Once you are in position, you can follow the below instructions:

  •  ::Control::
  • Click [Position].
  • Click on [Actions] on the central horizontal bar.
  • Click on the [Locks] button on the left.
  • Click on the [Install] button on the row that corresponds to the direction you wish to install the door.
  • Enter a password, and click the [Submit button].

Time to make/upgrade a door

Installation Time (hours): Lock Level * 4

That is: 4 hours to make a standard door, 8 hours to upgrade a standard door to a reinforced door, 12 hours to upgrade a reinforced door to a blast door.

Successful installation

Chance to Install: (100 - (Door Type *35 )) + (Theft/Deceit * 15);

If you successfully installed a lock, you will be rewarded with (Lock Level * 20)xp

That is: 20 xp for succesfully making a standard door, 40 xp for successfully upgrading a standard door to a reinforced door, 60 xp for successfully upgrading a reinforced door to a blast door.

In the case of failure no XP is awarded.

Locking/Unlocking a Door

Locking and unlocking the door are both very similar, and to lock or unlock a door, you must be either the commander or owner of a ship. If your faction is assigned as commander you may upgrade a lock freely; however, you must either have make over privileges or enter the old password to unlock, downgrade, or change the password on the door. A commander is always required to enter the password in order to unlock the door for security reasons.

Changing a Password

Passwords can be changed from the lock screen. Commanders are required to enter the previous password as well as a new password in order to change the password. Owners are only required to enter a new password.

Passcodes can not exceed 10 characters or be empty.

Keys

Keys require a crafting kit to create. Once created they can store up to 20 passcodes. When attempting to move through a door, the door will first check if you have the required code on a keycard. If you do not, then it will request the password.

Breaking a Lock

Breaking a lock requires an electronic lock breaker. When attempting to move through the door you will be given an option to break the lock. Breaking the lock takes longer with each lock type, and the chance of success decreases.

Chance to Succeed: ((Theft+1)/7)*(0.02*Theft/Deceit+1)*((Theft+0.1)/5) * (2/(2Door Type))*100 + 1

After a door has been successfully hacked, it is set to open and can be moved through. However, there is a 50% chance that the owner of the entity will receive a warning that one of their doors has been hacked.

Caution

If you fail at upgrading or installing a door you will have a 50% chance to be injured and lose 2-10 hit points. This will be due to carelessness, ineptitude or random mistakes that occur to everyone at some stage.

If you fail to break a lock, there is a small chance the lock breaker will break. Chance to Break Lockbreaker: ((6 - Theft/Deceit) * Door Type)