Grid Utility Overhaul & Rogue System Integration

Grid Utility Overhaul & Rogue System Integration

This suggestion aims to enrich gameplay, reduce points of friction, and balance these tools by using in-game mechanics to encourage self-regulation, minimizing the need for out-of-character intervention.



Terminal/PDA Utility Section
  • Centralized Interface: Devices are categorized by Biosignal Zone then Utility Type, displaying ID, status, and uptime.
  • Location Tracking: A "ping" system within the PDA/Terminal Utility section allows users to locate biolocks, forcefields, and cameras. Supervisors could also utilize this to direct specific Grid units, PTs, or even all units to device locations.
  • Audit Logs: Allows units to review deployment and configuration changes with timestamps. This data is accessible via direct physical interaction or remotely through a terminal/PDA. The system also logs item pickups and can ping a device's last known deployed location.
  • Automated Recovery: Auto-ping the Grid division for collection if a maintenance alert remains unaddressed after a set duration.

Biolocks
  • Access Control: Restrict placement and pickup to Grid i2+.
  • Use Restriction: Once a unit is marked Autonomous, they lose the ability to interact with Biolocks unless they are a Grid unit.
  • Placement: Biolocks should apply to both sides of a door for fair access.
  • Power Supply: Requires battery replacement every 12 minutes (increased duration if placed by an OfC+).
  • Sabotage: Rogue Grid units may silently compromise a lock. In this state, the biolock will not alert units when tampered with and allows unrestricted manual operation, enabling smugglers or rebels to establish covert routes.
  • Evidence: Compromised biolocks used by anyone without gloves, leave fingerprints for Jury investigations.
  • Repair: Once compromised, the biolock remains in a neutral state until a Grid unit performs a manual repair to reintegrate it into the network.

Forcefields
  • Access Control: Restrict placement and pickup to i1+.
  • Dynamic Access: To maintain gameplay flow, any unit (regardless of rank/division) can modify active settings to prevent bottlenecks when Grid units are unavailable.
  • Accountability: Full logging for placement and setting changes, viewable by any unit for instant accountability.
  • Use Restriction: Once a unit is marked Autonomous, they lose the ability to modify settings.
  • Sabotage: May be disabled via an EMP or rogue Grid for 30 minutes. This turns off the device, but shows as active in the utility index. This enables undetected movement for smugglers and resistance forces.
  • Power Management: Requires battery replacement every 30 minutes to prevent abandoned equipment.
  • Depletion Warnings: An automated ping is sent to the Grid division shortly before a unit loses power.
  • Restoration: A sabotaged forcefield can only be repaired and reintegrated by Grid units.
  • Wiremod Integration: Support for wiring forcefields to wiremod buttons for checkpoint management.

Cameras
  • Anti-citizen sabotage: Unable to detect an equipped EMP device, and able to be silently disabled by them for up to 15 minutes.
  • Rogue Grid Sabotage: Rogue Grid units may silently disable a camera for up to 20 minutes.
  • Sabotage effect: This keeps the active status in the utility list but suppresses all detection and pings. This enables rebels to silently move through the city. Should have a subtle indication of sabotage, such as removing the green standby light.
  • Sabotage period: After the stated sabotage timer ends, the camera automatically triggers a ping stating it is compromised.
  • Marked autonomous units: No longer get access to the utility menu and are pinged by cameras unless the unit is a rogue Grid that has modified their biolink.
  • Discovery: If a non-rogue Grid unit attempts to view the feed, the sabotage is discovered and pinged. Standard units are met with a blank camera feed and must request a Grid to investigate.

Rogue System
Rogue System Integration: I propose a formal "Rogue" status marker for staff use. This would toggle a unit's access to rogue-specific abilities and allow other staff members to monitor rogue activity at a glance.

Rogue Grids: Can bypass any door level, making them very valuable for Nexus raids.

EMP Integration: Using an EMP device on a unit will cut off their connection to the system. Whether a hostage or a rogue unit, they will no longer be able to be manually pinged and also disables their comms until it is repaired by a Grid.

I believe these changes would encourage variety in rogue unit division picks, making their gameplay much less predictable while adding more depth to the roleplay.



Rebel Counters & Rewards

To balance these tools, I suggest the following:

"Loud" Destruction: A "loud" destruction method that alerts all units would create a meaningful choice between stealth and going loud. It also provides a more accessible alternative than a EMP device or Rogue Grid sabotage when dealing with a blocked path.

Guaranteed Loot: By implementing guaranteed loot drops in conjunction with the above, we can transform these devices from annoying obstacles into valuable objectives.

Risk vs Reward: Salvageable loot should scale based on the method used. Salvaging metal plates from these devices should be a standard reward, but players could have a chance to salvage a Power Cell from biolocks and forcefields. Using a sledgehammer is fast but carries a high risk of destroying the cell. Conversely, using a crowbar is slower and leaves the rebel vulnerable, but offers a much higher likelihood of a successful salvage. These cells should not be common, as they could then be repurposed to craft pulse ammunition, establishing a compelling risk-vs-reward gameplay loop.

Resource Management: To prevent very low risk resource farming of biolocks on 404 entrances, these drops should exclusively apply to player-placed utilities.
Accessing the 404 zone is already inherently rewarding; allowing scavenging there would make it too easy for players to harvest materials and immediately retreat into areas where Civil Protection presence is restricted.



I am excited to see everyone’s thoughts on this, thank you for reading!
This post may be updated as the conversation progresses.
 
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+Support

I’m not a Civil Protection or a Rogue player at all but this suggestion is not just interesting but very well thought out and frankly a lot of these layers of the suggestion are very nice and meticulous. I genuinely think this all would be wonderful additions to the server and most definitely enhances Civil Protection Role-play and of course Rogue RP. The only thing I know is force fields are getting a re-work plus they gotta get fixed from previously so some of these things might be added on or already thought of. Still great suggestion I +1 it.
 
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+Support

Really good list of additions and specified engagement interactions resulting to encouragement of further playtime and interaction. Overall a good list of quality of life suggestion and would be beneficial in the long run for all factions alike, I also really appreciate the thought into Rebel aspects to be provided as an addition for Civs and Combine alike that would result to a more intersocial engaging factor.
 
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Updated to include an addition for Jury units being able to investigate compromised biolocks for fingerprints.
I think this would be great for a 404 zone biolocked entrances, allowing for more in depth investigation and co-operation between divisions. It also gives the gloves some utility, and creating more dynamic choices.
Added two more suggestions in the rogue section regarding Grid abilities and EMP devices.

Any additions or changes you think should be made, please post it.
Thank you for the support so far!
 

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