IFF Forcefield Emitter(Emplacement[X* by X*]): When placed in a direct line with another forcefield emitter that is closer than Y* blocks away, a forcefield is emitted across the distance. The resulting forcefields can be tuned using the drop-down menu to set various settings. *[X=1, Y=5]/ /[X=2, Y=20]/ /[X=3, Y=50]/ /[X=4, Y=100]/ /[X=5, Y=300] Below are some examples of Custom IFF settings you could do to fine-tune your defenses. -[Admit]=All/None/Default/Custom A: All players and creatures can pass through, but projectiles will not N: No entities/projectiles of any type will be able to pass through while active. D: Only allied players/projectiles can pass. Enemy creatures/players/projectiles will be blocked. C: Additional options are displayed and none of the previous values of [Admit] are applied. -[FriendPass]=T/F T: Allied players can pass through with no effort. F: Allies can pass through horizontal fields like platforms. Vertical fields must be hit to open them. [FriendShoot]=T/F T: Allied projectiles pass through the field. F: Allied projectiles will not pass through the field. -[FoePass]=T/F T: Non-allied players will pass through with no effort. F: Non-allied players cannot pass through the active field. -[FoeShoot]=T/F T: Non-Allied projectiles pass through the field. F: Non-Allied projectiles will not pass through the field. [MobPass]=T/F T: Mobs can pass through the field. Please note that pets are counted as allies. F: Mobs cannot pass through the field. IFF Laser System(Emplacement[1x1]): When placed, lines up with any IFF Laser System within 20 blocks. Anything that passes through that is not allied with you is automatically flagged as a threat and base defences will activate to prevent further intrusion. Forcefields will be set to not allow enemies to pass or shoot through them and turrets will become hostile to them. Additionally, no base emplacements wired to the Security Mainframe* will be able to be utilized by them either. =MODS:-[UV]- Makes lasers invisible-[Tripmine]- Shaped charges blow up across the laser. Takes time to reset the charges and disables IFF functions. IFF Security Camera(Emplacement[1x1]): Covers a radius depending on where it is placed. If placed in a corner it will cover the 90-degree radius with a rather long range. If placed on a flat ceiling it will cover a 180-degree radius with a shorter range. If placed with only one block behind it, it will cover a 270-degree radius with a rather short range. Triggers the IFF systems of other wired Security Emplacements. =MODS:-[Motion_Sensor]- Larger radius, but no camera feed. Engages IFF functions much faster thana standard camera.-[Anti_Cloak]- Shows cloaked units within the radius with a dull blue particle effect, but takes longer to activate IFF functions on affected targets.-[Camoflague]- The Camera blends in with the background, making it virtually impossible to see without the aide of a device. Reduces health of the device. *Security Mainframe(Emplacement[3x5]): Allows for cross-interfacing between various security systems including turrets and other IFF-controlled emplacements. When wired to a power system it also affects everything hooked up to that system as well. Prevents basic hacking attempts on wired gear and also can be upgraded to automatically repair damaged/disabled devices. If destroyed, IFF functions will not be enabled for any gears potentially causing mayhem if the power system is not switched off. Comm Projector(Emplacement[1x1/2x2]): Allows the player to watch various feeds on the projector without having use their in-suit Comm Devices. The size of the projected screen is 10x10 for the 1x1, and 20x20 for the 2x2. You can call players or view security feeds on the projector or set it to automatically cycle through the various feeds. If wired up to a Security Mainframe, the projector will automatically display the feed of a trigged IFF-enabled device with higher priority than other feeds. Security Comm Device(Accessory): Allows the player to securely transmit their location to other allies and communicate with security devices such as a turrets, force fields and security cameras. You can "Call" the devices to access their camera feeds and change their IFF settings on the fly. This Comm Device cannot be hacked or leeched, so you don't have to worry about giving away your teammate's positions. Replaces the Basic Comm Device when in use, so you cannot interface with non-allied players through the Comm System. Credit goes to: -WordOnTheWind -Seria-Myouna -Yuri_Kircovich http://community.playstarbound.com/index.php?threads/starboundideas-link-n-log-collection.7235/
Would it be possible to fabricate a base and package it into a kit that can be purchased by characters from a vendor, then taken to other planets and used to establish a HQ? Kind of like a “Eden creation kit” from fallout, put it down insert the resources it asks for and boom, it begins to construct itself into a full functioning Base of operations. Able to mark its location, so you can start getting NPCs and other players to come to you newly discovered planet and help colonies it.
Sounds pretty good. Auto base construction from either premade or player-made templates would let people more focused on adventuring do their thing while having a fully-functional base to stop off at.
Great idea also i hope that they have some kind of active blocks that drops them in a pit and also the landmines NOT to destroy blocks. Something else maybe the mob/foe/enemy CAN pass through the force field BUT they get atacked by all of the defences cus that can be abused think about a server some one makes one so no one can pass thought that would suck so may just sent off traps and turn off their firepower.
The basic forcefield is only a maximum of 5 units high, used for covering a doorway or something. The practical applications for these would be for base defence or keeping monsters out of a tunnel/waystation area. Anything larger than that and you're getting into the territory of forcefields covering entire hangars or storage bays. Keep in mind all these devices will require significant power upkeep, especially the larger ones. Additionally, A forcefield acts just like a regular emplacement shield, where if it takes damage surpassing it's energy allotment it will become disabled for a little while. This allows for bases to be assaulted by enemy forces with enough firepower on their end. It also prevents forcefields from being exploited in boss fights.
I love the idea here! What all sandbox games have missed is the almost impossibility to defend your house from enemy player griefers/stealers but with this they wouldn't be able to once its installed. I really hope it gets added and not for this reason only because I love playing adventure maps for sandbox games. There is really a 100 possibilities with it. And also I think it should only be able to be deactivated on a pvp server.
I seriously enjoyed reading this and imagining my epic fort with a ballin' securiety system. So many posiibilites and such. Score!
Umm, Yes. Yes, please. Of course, even if Tiy doesn't add any of this stuff I can guarantee that someone would really easily just mod them in.
sounds awesome! would be great if something like this was in terraria! Can't tell you how many times the frost legion and the goblins have invaded me and i had no defenses prepared, something like this to defend bases would be capital!
I like this! INSTALL ALL OF THE DEFENSES! LET THEM CHARGE AT OUR DOORS! MUAHAHAHAHA-ohwait, what about the delivery guy? o.o;