Total Outer Rim
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Year

25

Day

123

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22:52:18

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Last Updated: Year 23 Day 148
Movement: Locks and Keys

Locks are used to create an exclusive barrier between two rooms, preventing unwanted visitors from entering certain areas.

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.

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.

Repairing a lock requires a toolkit and is virtually identical to removing a lock. The sole difference is that repairing a lock requires that the door be damaged. A damaged door can also be repaired by either upgrading or downgrading the lock.

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):

$$t_{hours} = 4L$$

where:

  • L: Lock level

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:

$$p = 100 - 35D +15C$$

where:

  • D: Door type (see below)
  • C: Crafting skill
Lock Level Door Type Door Icon Armour Hull
0No DoorNo Door10
1Standard DoorStandard Door880
2Reinforced DoorReinforced Door12160
3Blast DoorBlast Door16320

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.

Keycards can be produced by Manufacturing factions. 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 and you will take 2-10 HP worth of damage.

Equations

Chance to Succeed:

$$p = 1 + 100\left(\frac{S+1}{7}\right)(0.02S+1)\left(\frac{S+0.1}{5}\right)\left(\frac{2}{D^2}\right)$$

where:

  • S: Slicing skill
  • D: Door type
Equations

Chance to Break Lockbreaker:

$$p = (6-S)D$$

where:

  • S: Slicing skill
  • D: 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.

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.

Equations

Chance to Succeed:

$$p = 100 \left ( \frac{S+1}{7} \right ) \left ( 0.02S + 1 \right ) + 1$$

where:

  • S: Slicing skill

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.

Equations

Chance to Break Lockbreaker:

$$p = 6-S$$

where:

  • S: Slicing skill

Hacking a Security Control Panel takes 4 hours to complete, and may be aborted at any time.