diff --git a/src/SUMMARY.md b/src/SUMMARY.md index 18f1c97..99cadf3 100644 --- a/src/SUMMARY.md +++ b/src/SUMMARY.md @@ -42,7 +42,7 @@ - [Rust](design/decay/rust.md) - [Power]() - [Antimatter Engine](design/power/antimatter-engine.md) -- [Access]() +- [Access](design/access.md) - [Armory]() - [Clothing](design/clothing.md) - [Lathe](design/lathe.md) diff --git a/src/design/access.md b/src/design/access.md new file mode 100644 index 0000000..6a25cb8 --- /dev/null +++ b/src/design/access.md @@ -0,0 +1,47 @@ +# Access + +{{#template ../templates/implemented.md}} + +Access is the primary system for restricting access to locations and equipment on the station. +Additionally, it serves as the baseline mechanical difference for most [jobs](jobs.md). + +```admonish note "All Access" +Ephemeral Space deliberately eschews the common mechanic of "All Access" that many servers have. + +This is because being able to congregate all potential access onto a single ID not only is extremely powerful, but creates a boring situation where getting AA is the undisputed best option for breaching. +It carries no cost compared to having normal access, cannot be reasonably detected, and ultimately is just uninteresting. +By at least forcing multiple job-preset IDs to be held, players at least must make a choice between which specific accesses they want and how much inventory space they will sacrifice for it. +``` + +The prevalence of a particular access level across the crew creates a gradient of traffic. +Areas like maintenance are essentially free for anyone to enter, with common department accesses like engineering being more traveled, and more secure accesses like Bridge being fairly difficult to enter. +This variance in how easily an area can be reached is important for the placement of objectives and important equipment. + +Lockers and crates that are restricted via access can serve as an additional level of difficulty. +Since, unlike airlocks, they cannot be bypassed via hacking, items secured inside locked containers are much harder to acquire and can even be moved around without necessarily being compromised. + +## Personal Lockers + +Personal lockers (differentiated by their blue lights) serve as an additional level of access restriction that goes beyond simple access levels. +Since it's still fairly easy for a role like the station administrator or captain to acquire an ID with any job's access via a computer, basic access is primarily a mechanism only for non-command roles. +This is often an issue when factoring in the power of these roles, as they can easily create IDs and loot valuable equipment out of lockers. + +This issue is addressed through personal lockers, which are tied to a _specific_ **ID card** rather than an access level. +A Dr. Jimmy's personal locker doesn't care about medical access, rather it specifically wants Dr. Jimmy's ID. +Since this is not something that can be replicated or obtained outside of stealing it from Dr. Jimmy, it creates a much more secure location for storing goods that is more resilient to brazen searches or overzealous command. + +An important detail about this system is also that, until the personal locker is assigned, it's unable to opened without the use of some tool or weapon. +This means that, in a situation where you have a single security officer and leftover gear in lockers, you're _unable_ to simply hand out gear to whoever wants it, both increasing the likelihood that a late-joining role will be able to grab their gear while also preventing surplus meant for higher player counts from distorting balance. + +## Emergency Access + +Emergency access is an auxiliary access override available only for airlocks. +By entering an airlock's 3-digit access code into the **emergency access terminal**, the airlock can be toggled into emergency access mode, bypassing all access checks. +The terminal is kept inside of bridge, meaning that it's generally restricted only to command members (although breaking in is far from impossible). + +An intentional complication with this process is the fact that you cannot see an airlock's access code from the terminal itself. +Since you have to be next to the airlock, this means the terminal takes much more of a supportive role than a proactive breaching one. +Trying to open 3 sequential doors with the terminal is extremely hard, so you likely need to communicate with someone at those doors in order to open them quickly. +At the same time, those doors are now open to everyone: if you don't move quickly or have someone secure it for you, whatever you're after could easily be stolen while you try to make your way over. + +The goal isn't for emergency access to be a premium way of breaking into areas, but rather to have an option for actual urgent entry into a location that is otherwise too hard to get into.