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Gatekeeper job
Posted: Tue May 31, 2016 3:16 pm
by ezekhiel2517
Sometimes we don´t want a certain faction or creatures to get into our fortress. e.g.: we plan to have an illegal drug shop within our walls but every time a holy nation soldier comes by all hell breaks loose.
The solution? simply assign one or two gatekeepers at your defensive gates, with specific instructions on who and who´s not allowed in.
Gatekeepers would also open/close the gate for your squad members!
Re: Gatekeeper job
Posted: Tue May 31, 2016 11:44 pm
by Sol Lignum
Nice idea, i double that, although sounds more like a luxury feature.
Re: Gatekeeper job
Posted: Wed Jun 01, 2016 12:02 am
by ezekhiel2517
Sol Lignum wrote:Nice idea, i double that, although sounds more like a luxury feature.
thanks, is it okay to post it here? or is there a luxury feature request forum.
Re: Gatekeeper job
Posted: Wed Jun 01, 2016 4:37 am
by Hatsune_Neko
ezekhiel2517 wrote:Sol Lignum wrote:Nice idea, i double that, although sounds more like a luxury feature.
thanks, is it okay to post it here? or is there a luxury feature request forum.
all requests like that go in here
and pretty much any request that doesnt involve current game play mechanics is considered a possible luxury feature sicne the game in Beta is considered feature complete.
Which means all the base features are in game and now they are fleshing them out.
Re: Gatekeeper job
Posted: Fri Jun 03, 2016 10:00 am
by Berzerker Jay
I don't know that this would be too intense a feature to add on some level. Basically we would just have to have the gates be machines that a character can operate like any other, only the job carries that script. Now I don't know how easy it would be to get too complex with that script, but the basic idea of a job to open gates for squad-mates entering or exiting through the gate doesn't sound that complex, especially when the code already exists to determine whether or not the gate is currently passable.