Forums » Suggestions

Controller Keys

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Jul 07, 2011 mulle barap link
I think that a third type of key is needed. This will make it easier for access to be shared without being able to distribute keys directly by guild. I don't disagree with Alloh's ideas, but I do think that there needs to be a way to revoke owner keys.

Master Key: Given to the person who successfully takes over a station. Cannot be shared, only 1
Master Key exists per station

- Can transfer the Master Key to another person
- Can enable/disable an existing Owner key at station.
- Can give/revoke Owner Keys
- Can give/revoke User Keys

Owner Key: Given out by holder of Master Key or other Owner Keys

- Can give Owner Keys
- Can give/revoke User Keys

User Key: Given out by the holder of Master Key or Owner Keys
- All aspects remain the same

The problem currently is that if X guild takes control of a station, and works out an agreement to share access, once they give out an Owner Key there is no way to revoke it if agreements are not met. This creates an access problem in that if THC takes a station and wishes to share access they have to trust that whoever they give owner keys to won't use them to reconquer the station, and won't give them to people not authorized. Trust is hard to come by, so they will often only grant user keys. This makes it difficult to share access to others who are authorized.

A third type of key is going to be necessary for capships anyway, but this is how I think it should work for stations.
Jul 07, 2011 PaKettle link
would "manager key" werk?
Jul 07, 2011 mulle barap link
Another solution, that may potentially kill three birds with one stone (Key overhaul, Pirate Station, Nationalist Conquerable Station):

Allow the person who conquers the station and obtains the Master Key to set station type and name ONCE when it is conquered. This makes sense RP wise, as the person who "owns" the station determines it's use. The station type/name can only be changed if the station is conquered again.

Possible options:

Pirate Station (Titty Twister Bar)
- Missions available specific to Piracy
- Station will stock addons and ships specific to Piracy (Greyhound, Marauder Mercenary, Cargo Scanners, etc...)
- Station will have trade goods that "Pirates have liberated" (Serco Ale, Deneb Rum, Divinia Spices, Rare Books, etc...)
- Station will allow crafting of Piracy related items (Cargo Scanners, Special Weapons, Pirate Ships)

Commercial Station
- Typical Commercial Station missions available
- Station will have VERY limited stock of ships/addons generally available at commercial stations.
- Station will have limited stock of usual commercial station trade goods.
- Station will allow crafting of some special weapons

Nationalist Station (Serco, Itani or UIT alignment)
- Nationalist missions become available (BS, BP, special "behind enemy lines" missions)
- Collection point for Serco or Itani Xith that applies towards CtC race.
- If UIT Nationalist it will pay VERY WELL for Serco OR Itani Xith
- Station has inventory of items pertaining to the nationalist alignment.
- Sells either Serco Prometheus, Warthog TD or Itani Valk, sells Neut III...

Mining Station
- Similar to Commercial only insert "Mining" where above says "commercial"
- Possibly allow crafting of mining equipment (Beams, Scanners, etc...)

Research Station
- Blah blah blah

To be clear, I think that the existing manufacturing missions at the Conquerable Stations should persist regardless of how the Master Key holder sets the station type, to further capship development.
Jul 08, 2011 pirren link
+1 mulle, still idea need to be polished..
Jul 08, 2011 Alloh link
+1 to ConqStations TYPE determining the missions and stuff there! Great idea indeed.

+1 to Keys REVOKE and DROP - owner revoke, user can drop keys.
Jul 08, 2011 PaKettle link
Nice solution mulle.... +1