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Baloogan Minion with Training
Joined: 06 Sep 2004 Posts: 53 Location: Canada
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Posted: Fri Sep 10, 2004 1:06 am Post subject: Door access levels. |
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Question: Why isn't there a access level on a door that is a type 2 but with guards guarding the door? I would think that that should be an option.
Eg: I would like 2 guards guarding my stonghold but still allow workers to pass through.
Is this changed in the full version? _________________ gethostbyintuition() is still a dream of mine |
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TemporaryTomato Minion With Nametag
Joined: 08 Sep 2004 Posts: 34 Location: Sweden(recruiting The Matron)
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Posted: Fri Sep 10, 2004 1:38 am Post subject: |
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I think it's the same in the full version...  _________________
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Real Biochemist Hostage Exec. Producer


Joined: 16 Aug 2004 Posts: 186 Location: Just beginning to relax at my desk
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Posted: Fri Sep 10, 2004 4:12 am Post subject: Re: Door access levels. |
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| Baloogan wrote: |
Question: Why isn't there a access level on a door that is a type 2 but with guards guarding the door? I would think that that should be an option.
Eg: I would like 2 guards guarding my stonghold but still allow workers to pass through.
Is this changed in the full version? |
This was set after many, many hours of playtesting. But the playtesting included traps and the security system, which are not available in the demo. Wait for the full game, the traps and security system add another dimension and all complement each other perfectly.  |
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TheGangsterAngel Mad Scientist

Joined: 01 Sep 2004 Posts: 108 Location: UK,England,cheshire
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Posted: Fri Sep 10, 2004 2:07 pm Post subject: |
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Yeah but... still u had the god dam code u should have done it in a checkbox. I love this game, and no offence to you or any of the team but i think it was a pathetically stupid thing to not allow all doors be guarded,
u also should of let guards stand at the side of a door, not beside it _________________

Last edited by TheGangsterAngel on Thu Sep 16, 2004 3:52 pm; edited 1 time in total |
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Shepherd Mad Scientist

Joined: 08 Sep 2004 Posts: 108 Location: Sherbrooke, Quebec, Canada
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Posted: Fri Sep 10, 2004 2:55 pm Post subject: |
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I'm going to add "nail feet to floor" power to the list of suggestions for the sequel. Fix guards wherever you want and hey, it's evil. _________________ Read a comic with its OWN Evil Genius (Doctor Vivisectus): Man-Man!! |
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The Joker Planetary Dictator

Joined: 18 Jul 2004 Posts: 5392 Location: Back in Gotham, where the girls are warm and the heroes are dead.
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Posted: Fri Sep 10, 2004 4:12 pm Post subject: |
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If you do that, how can they leave their posts to go gang-swarm any agents getting too close to the door? _________________
Sig by...Dark Knight!!! |
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Baloogan Minion with Training
Joined: 06 Sep 2004 Posts: 53 Location: Canada
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Posted: Fri Sep 10, 2004 5:31 pm Post subject: |
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hmmmm it still seems like an easy change, I mean, for the depth and immersibiblity, and I think - from my total lack of any experience programming - that it would be easy to patch. _________________ gethostbyintuition() is still a dream of mine |
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Shepherd Mad Scientist

Joined: 08 Sep 2004 Posts: 108 Location: Sherbrooke, Quebec, Canada
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Posted: Sat Sep 11, 2004 5:41 am Post subject: |
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| DoctorNo wrote: |
| If you do that, how can they leave their posts to go gang-swarm any agents getting too close to the door? |
I guess they'll just have to pull their feet up, won't they? HA HA HA HA HA! EVIL!
Actually, that's the trade-off. A limited amount of minion control (very limited), with the further consequence that the minion is STUCK. Be good for Marksmen, though. Not so good for Martial Artists  _________________ Read a comic with its OWN Evil Genius (Doctor Vivisectus): Man-Man!! |
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Bennor Minion with Training

Joined: 01 Sep 2004 Posts: 51 Location: Traped Between Heaven & Hell
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Posted: Sat Sep 11, 2004 4:17 pm Post subject: |
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My opinion is WHOOPDY-DOO just trap the damn doors for god sakes, and as for nailing gaurds to the floor, well sure its evil but its ruin the nice buff that i had put on those tiles. _________________ "your mind is your greatest enemy, its always with you, it knows everything about you and everything your going to do before you do it" |
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TheGangsterAngel Mad Scientist

Joined: 01 Sep 2004 Posts: 108 Location: UK,England,cheshire
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Posted: Sat Sep 11, 2004 8:06 pm Post subject: |
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well Bennor u obviously a man of performance. not a man of style. traps don _________________

Last edited by TheGangsterAngel on Thu Sep 16, 2004 3:53 pm; edited 1 time in total |
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evilsteven Disposable Minion
Joined: 12 Sep 2004 Posts: 5
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Posted: Sun Sep 12, 2004 3:34 am Post subject: |
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Some ideas for a more realistic door security system:
(Levels)
* Everyone can pass
* All minions can pass
* Access on a need-to-get-in basis (1)
* Restricted (2)
* Property of evil genius (3)
(Extra Security - Can be turned on and off for all levels, except 'every can pass')
* Guards
* Possibly other stuff that might already be in the full game
Details:
(1) Minions need a reason to access a room, for example:
* Workers/socials/technicians may only access a room if they have business there (deliver object, repair stuff, put out fires) or have business in a room that is not accessible trough a non-restricted room (thus: they have to pass this room (or other restricted rooms) in order to get to where to need to be)
* Military minions are allowed acces to either train/be trained, acquire/put back weapons, take out spotted targets/assist in emergencies that take place in this room (or other rooms that are available only through this room or other restricted rooms).
* Henchmen and evil genius have full clearance.
(2) Only henchmen and evil genius may open the door.
(3) Only evil genius may pass.
One final remark:
It would be useful is a notion of presence were implemented, for example:
minions would be allowed access to a restricted (2) room if they were accompanied by a henchman or evil genius when entering the room (leaving a restricted room to enter a public room is obviously always allowed).
There are still holes in the system above and I don't know how well it fits into the current game design, but I might be a useful draft anyway.
Comments are welcome. |
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Baloogan Minion with Training
Joined: 06 Sep 2004 Posts: 53 Location: Canada
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Posted: Sun Sep 12, 2004 3:56 am Post subject: |
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Also an addon to your Details,
(3) Only evil genius may pass, and henchmen when given direct orders to walk though.
Seems so simple... sigh... to put in. _________________ gethostbyintuition() is still a dream of mine |
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evilsteven Disposable Minion
Joined: 12 Sep 2004 Posts: 5
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Posted: Sun Sep 12, 2004 4:01 am Post subject: |
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Take it from a starting software developer: games are about the hardest piece of software to write .
You really need a solid design to keep your code managable and when writing a model that seems easy, like door security, there are always lots of details and exceptions to keep in mind: what is called 'common sense' in the real world needs to be made explicit when programming the game, otherwise you'll lose much of your realism. |
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Builderman Mad Scientist
Joined: 06 Sep 2004 Posts: 128 Location: Sitting in front of my computer looking at a timer counting down the seconds to the release of EG
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Posted: Sun Sep 12, 2004 4:08 am Post subject: |
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Yes, but compared to other things they've done in the game, door security is pretty simple. _________________ postcount++;
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Weresmilodon Disposable Minion
Joined: 31 Aug 2004 Posts: 3
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Posted: Sun Sep 12, 2004 4:29 am Post subject: |
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| But it won't be changed. The game is finished, and no more changes are going to be made, unless a bug is discovered. The doors are going to stay the way they are, so les't just let this go, all right? |
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