#Airlocks/rework

30 messages · Page 1 of 1 (latest)

woeful basalt
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A fully functioning Airlock just makes sense from a world building perspective: Not being able to close the door without exiting the air lock is just asinine and makes no sense if your going for realism. I get that it's science fiction and all, (and all the campers would cry a little inside if you shut the door on them and Noped out.) but as a player being immersed in this world, I have a hard time willingly suspending judgement concerning the implausibility of an airlock that forces you to leave in order to enter again: It's simply bad design, and does not belong in a space ship, real or fictional.

Now lets say the campers still want their option to try and turn you and your unsuspecting buddies into red mist? Simple: you could make the console in the station hackable with some sort of new consumable, forcing who ever comes through from their ship next, to keep the doors open for a predetermined amount of time.

Does this sound fun to me? Nope, not really, but it makes more sense thematically speaking over an engineer forgetting to add a "Close door" button to the console inside YOUR VERY OWN SHIP'S AIRLOCK. If I were the project lead on said spaceship I'd fire that Engineer's ass, preferably out the airlock into space.

Setting aside mechanics that make no sense from a world building perspective, their are other problems in not being able to close your Airlock from the inside:

BALANCING.

Like it or not, it isn't balanced, and heavily favors what ever team is best equipped, most staffed, and quickest to reach said raid area. If that's what your going for, then by all means, don't do anything. But if what you want, is a large player base for your game, your gonna have to make some concessions.

If you trying to appeal to as many of your player base as possible, you need to let everyone choose from the different activities you have given them in your game without being punished for doing so.

What I mean by this is you are creating an artificial barrier of entry for anyone who isn't rushing as fast as possible to a specific raid area, in order to avoid, or set up an ambush. THIS CAN, AND WILL LEAD TO A BORING META TYPE OF GAMEPLAY, WHERE EVEYONE IS DOING THE SAME THING, THE EXACT SAME WAY. PREDICTABLE. BORING.

FIXABLE? YES. Simply add a "Close Airlock" option in your ship when you are docked and in the airlock.

DO YOU WANT PEOPLE TO HAVE A REASON TO FIGHT IN THEIR SPACE SHIPS? OR JUST BLAZE FORWARD TO THE NEAREST RAID AREA TO AVOID AN AMBUSH?

**NO ONE LIKES TO BE SOMEONE ELSE'S PUNCHING BAG PURLY FOR THAT PERSON'S ENTERTAINMENT ONLY.**If I load in, and hear the enemy team clamoring around outside the airlock door, being sloppy in setting up an ambush on me, they should have the door slammed on them until they can figure out how to properly execute an ambush, silently, and with deadly resolve. (EXCEPT THERE ISN'T AN OPTION).

Instead I get a bunch of noisy armatures who will still likely kill me because they have numbers, the high ground, and whatever God-tier weapons they looted before I got their.

I can respect a good ambush executed on me, or my team: But hearing the other team all but yell out loud as I load in because they know I can't shut the door is emersion breaking, lazy, and just plane unrealistic.

In a situation like that, who's to say that I wouldn't just strap myself in, boost away from the station and, purposely decompress the entry way sucking them all out into space? I'd say that's just as likely, if not more likely an option if I can't close my door.

And that doesn't even cover how unfairly the odds are stacked against solo players: Yes we all know space is a dangerous place, but it is especially dangerous for those who go it alone.

Personally, I like the challenge of the occasional solo run. What I don't like, are situations that only have one outcome possible.

If you want all your players to have a chance at having fun, you need to add an option to close the door.

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Please discuss amongst yourselves with the points I have made, or didn't make. Try to be logical as I'm not interested in responding to something that isn't fleshed out. take your time. make your point. thank you for your input.

ebon mesa
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"Well, well, well, if it isn't the consequences of my own actions"

You dont sound very open for communication 😛
Airlock camping is by design. The devs said that they want it to be an option.

Lets be real like every FULL raid more or less 2 ppl can spawn in the middle of the map on both sides that might not have the best spawns (so maybe 2 ppl might or might not be fact depending on few factors).

As you pointed out if you dont wanna be camped rush the POI.
The way i see the game is: "IN ORDER TO GAIN YOU MUST RISK" .
If you open and close the airlock from inside that removes the risk since you can reset.

Been airlock camped is equal to breaching someone and expecting it to be a single person when in reality they are a team or entering the vault prematurely without clearing the map first and been camped inside (are we gonna add escape pods in the vault?)

You will most likely not get camped if you rush the raid asap and the reason you didnt rushed the raid cuz you took some free space loot that is flying around or decided to kill someone in a spaceship.
By the same logic if i breach someone and there is a team i should have the option to insta unbreach.

Everything does invert too . While rushing a poi and maybe deciding for an ambush you are skipping on the FREE EASY space loot. In some cases if you are rushing a different airlock, you are making noise by running or fighting A.I. which does reveal your location to other players.

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RISK / GAIN: "the more you fuck around the more you find out"

And its not your airlock its the POI's airlock . Its more logical that the ass of your ship has a blast door rather than a room with barrels that is opened from one side 🙂 since the POIs do have blast doors too.

and if you talk about realism this is a game where you take a headshot and you eat cookies to get better.
Its not a fair game and thats okey ....Most of the times there will be a big difference in armor / weapons / meds .
You do the best you can with what you have.

white prism
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please use the following format

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What is motivating this suggestion?
What is your proposal?
Exactly and specifically, what should be changed and how?

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also your post is way too long, please revise it and summarize your points, not gonna read all that

summer flicker
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That is nice idea,but people it would be camping airlock and people would't be able getting out of it.

manic igloo
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I think adding a cooldown would be fine. That way if you do get ambushed you have to survive... I dunno, 10 seconds before you can close the door.

I mostly want this though just for the occasional noob moments where someone on my team gets a door shut in their face because right now if that happens you've gotta go through the whole cycle to get them back with the team.

woeful basalt
# ebon mesa "Well, well, well, if it isn't the consequences of my own actions" You dont sou...

Okay, there is lots to unpack here, but I'll try. First off, if I don't sound open in my initial post, it's because I am working through the frustration of different situations I have encountered, and am trying to get people to respond; hopefully some have thought through there response well enough to form a complete thought.

With regards to airlock camping, it is an option, and is part of the game; To be clear I'm not asking for camping to be removed, had you taken the time to read my post, you'd see that.

With regards to risk/reward, I'm only advocating that I have complete control of my ship's systems. Whether or not I choose to dock at a POI and decide to disembark right away, or choose to stay and take my chances at finding some loot should be my choice.
(Not having an option to close the door and leave to go somewhere else, forcing me to enter, technically counts as not having complete control of my ship.) There could be any number of reasons for needing to leave right away, including avoiding an ambush that I can clearly hear on the other side of the blast door.

With regards to your comments about vaults and escape pods, I'm not sure what your asking or getting at. Nowhere in my post do I even remotely mention a vault. If you want me to answer whatever your trying to ask, you'll need to rephrase your question.

with regards to your statement: "You will most likely not get camped if you rush the raid asap and the reason you didn't rushed the raid cuz you took some free space loot that is flying around or decided to kill someone in a spaceship." Holy cow man!
can you use some punctuation please.

**You are being presumptuous.

There are plenty of reasons one could arrive later to an airlock than said campers.**

Here are some off the top of my head:

  1. Spawn location. 2. Conferring with your crew what quests/assignments they got assigned, and deciding a course of action. 3. Got ambushed in space. 4. left one POI, and went to another. 5 decided to engage in a little space piracy with your ship.

Lastly, but not least as you presumed, I decided to cargo scoop up some sweet loot from the vacuum of space.

With regards to your statement: "And it's not your Airlock it's the POI's airlock." I call bullshit. If it's part of my ship's hull, it's my airlock. (Or do I just detach part of my ship when I fly away?)

That said, your missing the point.

I pointed out in my original post that not addressing the issue of having a close the door option, will only lead down a road where everyone is just even more so,** incentivized to rush the POI as fast as possible.** **If this is what the Devs want, than I said, "...then by all means, don't do anything." **However, if they want to incentivize all the activities that they have available without punishing those who choose to arrive late to a raid area, add a button to close the door. It's soo simple.

It may not be intentional, but it does effect gameplay all the same. Everyone rushing to get to the nearest POI as quickly as possible makes space ships nothing more than an intermission before the main event: and to be fair, some people don't like space combat, and that's just fine.
It's just a shame they keep spending time and resources on ship reworks, and don't do anything to incentivize that aspect of play in their game.

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Anyone have some constructive feedback regarding an Airlock rework, specifically if not a "Close door" button, than what?

woeful basalt
# manic igloo I think adding a cooldown would be fine. That way if you do get ambushed you ha...

I like that Idea, a 10 second cool down would allow me to shut my door and leave if ambushed from the get go, or at least a chance. I like it because if I'm ambushed by a group of people I didn't hear coming, than no harm done; but if they screw up and make noise, the heat is now on them to rush me knowing I can shut the door in 10 seconds. Not bad. It would at least feel less cheep than knowing Big Chugus is ready to steamroll me without any sort of recourse. 😆 It would also make some sort of sense thematically speaking; having the ship communicate with the station to start the process could have a ten second delay to close the door. It would make much more sense than not having an option.

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Also on that note, what if the space station was closeable from the airlock, but the commando base wasn't? that could be interesting, considering I'd imagine you don't have clearance to dock without them knowing your some sort of pirate in the first place. Perhaps, only disembarking from the commando terminal via a sort of hack or something. I'd imagine they might have the know how being a military instillation. thoughts?

woeful basalt
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Also, it never really made sense to me that you as an unfriendly could dock with the Commando Outpost without having to cut through a station blast door or something, and yet, you can't board via breach pod. Or am I missing something?

manic igloo
manic igloo
solid urchin
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There should at least be an option to open your ship back up if you manage to hold off an airlock ambush long enough for the door to close you back in

unkempt wyvern
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Airlock camping is not the problem its the shooting fish in a barrel that needs a rework, make it possible to close the door again.

carmine musk
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Maybe down the line they’ll change how the airlock works but I think they want it to work this way.

pseudo oracle
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How about the interior airlock door, connected to the ship, remains open allowing the arriving player to retreat into their ship. (They wouldn’t be able to fly away bc airlock is still open.) At least this way it provides a more compelling face off.
*In addition, allowing airlocks to close would help mostly new/low gear players which, from what I’m reading, is who the game needs to convince to stick around/keep playing.

alpine berry
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  • better cover in the airlock
lyric gazelle
# alpine berry + better cover in the airlock

Id like to agree with the OP to the some extent. From my own personal experience I have been fought at the airlock maybe only every 1/5-8 games but it definitely happens less when I solo because I will send it towards the raid to avoid this if the raid has just started. However, when playing duos it has happened quite a few times which has discouraged my friend from playing the game again. Personally I have found the airlock fights interesting sometimes, but I think MORE COVER in airlock would help and ultimately an option to close should be allowed but maybe you have to then redock the ship before you can come back or something

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I think airlock fights are fine but when you are starting out (which me and my friends are) it is super super punishing because realistically a luger no armour vs dp28 full panzer is gg especially if its a group

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As a disclaimer I have won airlock fights as well even a 1v3 straight out my airlock with an m1a1 Para against fully geared team but then that was my whole game, I used their meds and hid for 10 mins after and I honestly didnt enjoy that. I didnt know how to find the station to call the gate early and neither understood or obtained a gate transmitter (which i only learned about yday)

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I'd say they are interesting but should be a choice and balanced out by providing more fallback within the ship or giving us more cover so we can sustain a fight a bit longer then just TWO BOXES and a huge over area (e.g terraformer service spawn - i think thats the one underground that opens out to this big space and you just get held from far away) genuinely so hard to win and have any chance in that fight

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But honestly just let people close after timer and option to redock but you have to redock so people cant just hide and spam door open close until everyone leaves because that would be equally boring!

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YOU CAN EVEN GIVE A DOCK LIMIT PER GAME (maybe 2-3)

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Allowing a close of the airlock also forces those ambushing to worry about another team now coming to 3rd party as they noise is so loud and will alert more people. I think this will ultimately lead to better and more tactical gameplay for those wanting to do a good ambush and stop 3 guys just sitting at a doorway opposite your airlock with lmgs against me with a sten and my friend trying out game and going on rat runs cos hes poor XD

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TLDR ------------------------------- Give people a chance to be ratty but don't make it as easy as it is now to door camp people with lower gear allowing better players to farm starting gear from newer players. FORCE AIRLOCK CAMPING TO BE A TACTICAL THING that has more RISKS but don't allow every person whos got loot fear to run away for ever because we all know both are a bit boring.