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Creating a lock requires a toolkit equipped to your character.
You must satisfy one of the following requirements:
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.
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.
|Door Type:||Standard Door||Reinforced Door||Blast Door|
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.
It is possible to move through a locked door without a key or knowing the password. For privately-owned entities, the owner can always walk through locked doors without being prompted for the password. For faction-owned entities, characters with the May Change Door Codes privilege may freely walk through locked doors.
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.
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 and you will take 2-10 HP worth of damage.
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.
Security Control Panels are items that can be used to lock or unlock doors on an entity en masse.
A Security Control Panel can be deployed anywhere in an entity by the owner or commander of the entity. Then, if the player is the owner or quartermaster of the Security Control Panel, they may use it to lock or unlock doors on the entity, regardless of whether they are the owner or commander of the entity itself.
If you wish to use a Security Control Panel but are not its owner or quartermaster, you can attempt to hack the Security Control Panel to lock or unlock all doors on the entity.
In order to hack a Security Control Panel, you must have equipped an Electronic Lock Breaker. On the Security Control Panel, you will be given the option to hack the doors.
If you fail to hack the Security Control Panel, there is a slight chance that you will break your lockbreaker and take 2-10 HP damage.
Hacking a Security Control Panel takes 4 hours to complete, and may be aborted at any time.