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!
Gatekeeper job
- Sol Lignum
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Nice idea, i double that, although sounds more like a luxury feature.
Last edited by Sol Lignum on Wed Jun 01, 2016 8:18 am, edited 1 time in total.
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ezekhiel2517
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thanks, is it okay to post it here? or is there a luxury feature request forum.Sol Lignum wrote:Nice idea, i double that, although sounds more like a luxury feature.
- Hatsune_Neko
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all requests like that go in hereezekhiel2517 wrote:thanks, is it okay to post it here? or is there a luxury feature request forum.Sol Lignum wrote:Nice idea, i double that, although sounds more like a luxury feature.
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.
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Oh heavens no.
Then Men would become unmanageable
Current computer specs.
AMD FX-8150 - Eight Core, 3.60GHz
NVidia GTX 1050TI
24GB Corsair Vengeance DDR3 1600 MHz Ram
WD 1tb HD, 870 EVO 1TB SSD
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Berzerker Jay
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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.
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