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Locks are used to create an exclusive barrier between two
rooms, preventing unwanted visitors from entering certain areas.
Creating a lock requires a toolkit equipped to your character.
You must satisfy one of the following requirements:
- Be owner of the entity a lock is being installed to
- Be commander of the entity a lock is being installed to
- Your faction is owner, and you have makeover privileges
- Your faction is owner, and you have change door codes privileges
Removing a lock requires a toolkit, and is done in much the same way
as upgrading a lock. However, removing a lock requires that the
commander enter the current password of the door for security reasons.
Upon failure to successfully install, or break, a lock on a door,
there is a 50% chance of receiving at 2-10 HP loss. This will be due to
carelessness, ineptitude or random mistakes that occur to everyone at
some stage.
Equations
Installation Time (hours): Lock Level * 4
Note
Passcodes cannot exceed 10 characters or be empty.
Upgrading or Downgrading a door will force the door to open. Doors
cannot be locked while they are being upgraded.
When attempting to upgrade/downgrade a lock, there is always a
chance of failure. Failure is calculated using the formula shown below,
and in the case of failure no XP is awarded.
Equations
Chance to
Install: (100 - (Door Type * 35 )) + (Crafting * 15);
Locking and unlocking the door are both
very similar, and to lock or unlock a door, you must be either the
commander or owner of a ship. If your faction is assigned as commander
you may upgrade a lock freely; however, you must either have make over
privileges or enter the old password to unlock, downgrade, or change the
password on the door. A commander is always required to enter the
password in order to unlock the door for security reasons. Once a door
is locked, it requires either the password, or a keycard with the
password appended, to move through the door.
Passwords can be changed from the lock
screen. Commanders are required to enter the previous password as well
as a new password in order to change the password. Owners are only
required to enter a new password.
Keys require a crafting kit to create. Once created they can store up to
20 passcodes.
When attempting to move through a door, the door will first check
if you have the required code on a keycard. If you do not, then it will
request the password.
Note
Passcodes can not exceed 10 characters or be empty.
Breaking a lock requires an
electronic lock breaker. When attempting to move through the door you
will be given an option to break the lock. Breaking the lock takes
longer with each lock type, and the chance of success decreases. If you
fail to break a lock, there is a small chance the lock breaker will
break.
Equations
Chance to Succeed:
((Slicing + 1) / 7) * (0.02 * Slicing + 1) * ((Slicing + 0.1) / 5) * (2 / (Door Type^2)) * 100 + 1
Equations
Chance to Break Lockbreaker: ((6 - Slicing) * Door Type)
After a door has been successfully hacked, it is set to open and
can be moved through. However, there is a 50% chance that the owner of
the entity will receive a warning that one of their doors has been
hacked.
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