Jump to content
CalenLoki

Possible exploits and ways to prevent them

Recommended Posts

8 hours ago, Felonu said:

There was already a way to counter it.  Attack the base.

Not really, that’s more of a counter for the defense mechanisms within the base itself.  Being able to hack the ability to prevent digging, and even switch the privelages is a worthy counter.

 

The hacking would be done within the radius of the impacted area of course.  If you’re in an area where you can’t dig, you should be able to pull up a terminal and start hacking.  There’s clearly communication going to your mining rig to prevent it from digging, being able to mess around with that communication is a counter. 

 

An alert being sent that suspicious activity is occurring on your RDMS network.  An ingame alert, for the owners of the TCU.

 

As for attacking while logging off, that’s what a shield is for.

Share this post


Link to post
Share on other sites
On 3/24/2018 at 7:17 PM, Kurock said:

More convoluted rules:  static constructs cannot be placed in the safezone in an unclaimed territory when its build area overlaps any other build area you can't build in.

I don't really see why two or more static build zones should ever be allowed to overlap (be it safe or unsafe area), unless they're all by the same owner (or allowed via RDMS for friends/orgs/etc.) The only legitimate reason I can think of why anyone would ever want overlapping build zones, is when it's a collaborative effort.

 

So that would solve the issue of boxing. I can't think of any benefit to allowing it between two random players anywhere without permission, and no downside to disallowing it. What's so convoluted about that...

 

Why should anyone be allowed to effectively add unwanted stuff in my build zone, while I'm not allowed to remove their stuff from my build zone.

Share this post


Link to post
Share on other sites
10 minutes ago, Nanoman said:

I don't really see why two or more static build zones should ever be allowed to overlap (be it safe or unsafe area), unless they're all by the same owner (or allowed via RDMS for friends/orgs/etc.) The only legitimate reason I can think of why anyone would ever want overlapping build zones, is when it's a collaborative effort.

 

So that would solve the issue of boxing. I can't think of any benefit to allowing it between two random players anywhere without permission, and no downside to disallowing it. What's so convoluted about that...

 

Why should anyone be allowed to effectively add unwanted stuff in my build zone, while I'm not allowed to remove their stuff from my build zone.

you can blow it up and I would assume its a toggable setting

Share this post


Link to post
Share on other sites
3 minutes ago, unown006 said:

you can blow it up and I would assume its a toggable setting

If build zones must be allowed to overlap without permission then I'd say at least allow me to remove other people's stuff from my build zone (without the need for explosives, just using the build tools).

Share this post


Link to post
Share on other sites
1 hour ago, Nanoman said:

If build zones must be allowed to overlap without permission then I'd say at least allow me to remove other people's stuff from my build zone (without the need for explosives, just using the build tools).

If it cant be exploited in any way sure (would be nice but not needed more or less)

 

Share this post


Link to post
Share on other sites
8 hours ago, Nanoman said:

If build zones must be allowed to overlap without permission then I'd say at least allow me to remove other people's stuff from my build zone (without the need for explosives, just using the build tools).

Too exploitable. You build your base -> I place huge static core right next to it -> Just mine out your whole base with nanoformer.

 

But I agree - building zones should not overlap (unless allowed by RDMS). That brings nothing interesting to combat, and just ask for griefing.

Share this post


Link to post
Share on other sites
4 hours ago, CalenLoki said:

Too exploitable. You build your base -> I place huge static core right next to it -> Just mine out your whole base with nanoformer.

 

But I agree - building zones should not overlap (unless allowed by RDMS). That brings nothing interesting to combat, and just ask for griefing.

Agreed about the exploit. One solution to that might be "first come first pick", in other words the one who plops their static core down first gets to keep their build zone free from other people's stuff. The one who overlaps it later does not get to remove the prior one(s) stuff.

 

But the simplest solution is probably to disallow overlaps in the first place except with permission.

 

The point I was trying to make with the other option is that it already doesn't make sense how things are now: I don't get to keep my build zone clear from other people's stuff but they do get to pollute mine with theirs (boxing being just one obvious example of that). To me that's already a weird situation. So some kind of rectification seems necessary in my opinion: Either I get to decide what stuff can remain in my build zone from overlapping build zones (first come first pick), or I get to decide what build zones get to overlap with mine (also first come first pick). Or perhaps both.

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...

×
×
  • Create New...