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Regarding Rule 3.5 and Anti-hack bases


CG | Tryhard Goat

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I was referring to a similar yet different design.

Each door has another door in front of it that is inverted. When the first door is opened, the second door closes, letting people travel in the space in between the doors. When the keypad length expires, the second door opens and the first door closes allowing you to continue. This stops rushing and is anti-break.

My question is do the inverted doors count toward the total of 3 fading doors? Raiders still have to crack a total of 3 keypads to get in, and police have to break down 3 doors to get in, so does it count?

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Yep what you just descirbed would indeed be FDA as it would exceed the maximum number of fading doors, which is 3. With that logic you just did players could build bases where you only have to crack 1 door but you'd have to wait like 1-2 minutes altogether to go in, and in the meantime you can get gunned down.

Anti hack bases, as Olly said it, are bases where the fading doors are on the same button in an on-off-on state, so while a keypad is in "acces granted" status the other keypads, while can be hacked, it'll have no effect. Anti-hack bases are a remnant of a mechanism we had in older days, where the hack tool could imitate an EMP charge, and fry all keypads in a radius. Since that was taken out anti hack bases really only do good work if there are either 2 or more people trying to raid you with hackers, the first is cracked giving a fast hack on the second, or if they try to bug the door out by hacking it twice. An on-off-on construct will prevent all of those. Mind you, in this case they have to be toggle, otherwise they would close doing what you described namely letting in the raider, and after 4 sec letting him in further, which is not against the rules, but simply stupid. Also the min. 4 second acces granted time should still be kept.

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