Allow guest access to grids

Wilhelm shared this feedback 20 days ago
Not Enough Votes

Right now it feels like grids are either yours or you have no access. If there is (in the future) factions like in SE1, it would be nice if your faction standing had some bearing on your level of access (configurable). This would mean, for example, if you visited a friendly grid, faction-wise, you could access certain grid services. This could include reviving at a friendly base if it's closer, ability to refill, maybe even use production blocks with raw materials taken (only) from your own inventory.

Replies (3)

photo
1

Assuming in this case that some of the outposts that appear in the wild could be functional and allow non-hostiles to interact with doors and the like.

photo
1

i feel like this ties into an earlier idea about rank and reputation building with factions.

photo
1

Probably ties together, yeah. In this case, being able to mark specific grids as 'allow guest access' would be useful. It could be a door, a container, a functional block.

A door with guest access would be openable, but not allow any settings changes (read only)

a storage container with guest access would allow people to add/.remove items. 'Hey I'll leave that 1000 units of gold wire in my give/take chest' But not access any other linked inventories (unless they too were 'guest' accessible)

A survival kit would allow someone to heal and if you had a battery with guest access, then they could charge power, and if you had an oxygen source that also had guest access, then they could recharge that too.

A construction grid with guest access would only pull from its local inventory which the guest would have to put the resources inside the hopper prior to building...etc.

One benefit here is that guest accessible bases could become stopping points for multiplayer. "hey I know so and so's base is close, let's head over there and do some 'basic base functionality'"

photo
1

the multiplayer is not implemented yet... so it is actually normal... survey the progress line.

photo
1

You're absolutely correct, but the development of said feature is either in planning or development, so feedback now is usually helpful as long as enough people think 'yeah this is something I want' so they consider it. Would you rather build a house for someone and then after you're done the people then say 'I really don't like how this looks', or get feedback before you even start and during the construction process.

photo
1

and on that point, I'd love it if Bartosz or Aaron or whoever could pop on here with 'were looking at this block logic and here is how it worked in SE1, here are the changes we're planning, discuss' I think it would be useful and we'd end up with a better product. Not design by committee, but at least give them context on what we out here think are important to maintain (for SE1 features) and change if needed.

photo
photo
1

At their own base, players have full access to all facilities and storage areas.

At their faction’s base, players should have access to all facilities and storage areas, with the exception of those marked as “private” by other players.

At a neutral base, there should be a system of separate storage and production lines. Thus, a storage facility or production facility calculates its total capacity and occupancy rate, but displays to the player or faction member only the contents that belong to them or to which they have ownership rights as a faction member, as well as the amount of available free capacity in the storage facility and production facility. There could be a system or mechanism that allows a player or faction to occupy only a limited portion of a neutral base’s storage capacity—for example, only 25% of the total capacity. The reason for this is to prevent players from blocking other players’ access to neutral resources.

The use of production capacity should take place on a “rotating basis”—always one item from one “customer,” followed by one item from the next “customer,” and so on. This should prevent a single player from blocking the production facility with a large order.

photo
1

I believe there should be several types of “neutrality” for neutral factions and objects:

- Merchant neutrality—a station, base, or ship offers trade services, or even production facilities, to all “neutral” and “friendly” factions and players, while offering limited or no services to “non-friendly” or “hostile” factions and players. Prices of trade goods vary depending on the relationship between factions and individuals. Trade ships and stations communicate with one another, so relationships change across all stations and ships belonging to a given faction.


- Neutrality of Abandoned Stations and Ships - A station belongs to a faction (a faction may have only one member—this single station or ship), but it does not communicate with its faction in long time, so its initial status is always neutral. An abandoned station provides normal or limited services typical of neutral stations, depending on the condition of its supplies and equipment. Players can repair damaged equipment, thereby improving or expanding the provided services. Players can connect their own equipment—such as power sources—to the station, thereby improving or expanding the provided services.

There may be a request to repair the facility. Completing the mission can result in various scenarios: “I’m only one”—the result is that the player/faction can take ownership of the station. The second possible scenario is “the prodigal son returns”—the station rejoins its original faction, and the relationship between the player and the faction improves significantly. A third scenario could be “slaughter of the innocents / coup de grâce”—the player destroys the central computer and takes control of the station.

- Wreck neutrality - Ship and station wrecks do not have an “active” faction affiliation and do not communicate with their original faction. The initial relationship status with the player can vary—it can be neutral, hostile, or friendly. It can also be determined by the “last known relationship,” i.e., the state of factional relations at the moment the wreck was created. In the absence of central control, individual weapon systems react “randomly” or according to the “last known relationship.” If there is no power supply (it does not have to be central; the nearest functional source is sufficient), the weapon systems do not react at all. Storage areas without power can display their contents but do not allow access.


Translated with DeepL.com (free version)

photo
Leave a Comment
 
Attach a file
You can't vote. Please authorize!