Skills: Structural Engineering Allows Building Gates
Posted: Wed Dec 22, 2021 6:11 pm
Problem
I have been maintaining the barricades bisecting the Quickway between Port Hope and the rest of Cordillera in an effort to keep Non-Goods from entering Port Hope via Quickway. However, I don't barricade the North and East sides of the tiles I work on. If I did, Non-Goods that end up inside Port Hope (via spawn, breaking in elsewhere, etc.) wouldn't be able to get out of Port Hope via Quickway, since doing the barricades the way I do them in that spot make them a one-way exit.
Unfortunately, there's no way for me to prevent a random Good from wandering over, seeing all the barricades, and barricading the North and East sides of the tiles, thinking that they are helping, or possibly just trolling. I also think that once strongholds are up, full-time barricaders such as myself would appreciate being able to control project areas by having a way to prevent other barricaders of the same alignment from putting barricades within our project areas where we don't want them.
Proposition
Structural Engineering lets you build gates just like you can barricades. A gate ensures free movement for all, regardless of alignment. Otherwise, they have all the same rules/mechanics/bonuses barricades do.
Want to make it more interesting?
Gates could persist regardless of tile infusion alignment. As long as the infusion value is greater than 50, the gate will appear. Someone of another alignment who is trying to take over your project area by infusing to their alignment will either leave that gate in place or want to take it down and put up a barricade in its place instead, depending on their project goals. This suggestion could expand the territory war game by giving full-time barricaders more options for territory control and making territory control more dynamic.
I have been maintaining the barricades bisecting the Quickway between Port Hope and the rest of Cordillera in an effort to keep Non-Goods from entering Port Hope via Quickway. However, I don't barricade the North and East sides of the tiles I work on. If I did, Non-Goods that end up inside Port Hope (via spawn, breaking in elsewhere, etc.) wouldn't be able to get out of Port Hope via Quickway, since doing the barricades the way I do them in that spot make them a one-way exit.
Unfortunately, there's no way for me to prevent a random Good from wandering over, seeing all the barricades, and barricading the North and East sides of the tiles, thinking that they are helping, or possibly just trolling. I also think that once strongholds are up, full-time barricaders such as myself would appreciate being able to control project areas by having a way to prevent other barricaders of the same alignment from putting barricades within our project areas where we don't want them.
Proposition
Structural Engineering lets you build gates just like you can barricades. A gate ensures free movement for all, regardless of alignment. Otherwise, they have all the same rules/mechanics/bonuses barricades do.
Want to make it more interesting?
Gates could persist regardless of tile infusion alignment. As long as the infusion value is greater than 50, the gate will appear. Someone of another alignment who is trying to take over your project area by infusing to their alignment will either leave that gate in place or want to take it down and put up a barricade in its place instead, depending on their project goals. This suggestion could expand the territory war game by giving full-time barricaders more options for territory control and making territory control more dynamic.