Space Engineers - How To Take Over Safe Zones
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- เผยแพร่เมื่อ 22 ส.ค. 2024
- The safe zones on the server have been exploited it all kinds of crazy ways so me and Wizard have decided to show them to you in hope that you can better prepare yourself for such raids.
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LSG: ‘How to take over safe zones’
Uranium pit: *Chuckles* ‘I’m in danger’
i mean the alliance between how and others it would really be a stupid idea if someone attacked it.
Looks like it's time to claim some free real estate
Also I can't wait for energy mosquito ships to flood the workshop
Hijacking ships to bypass the shields? That seems like a perfectly legit exploit. Works for the meta. It's a trojan horse.
but you dont just have to hijack you can make the ship yourself and use that
having defenses inside your safe zone seems like a idea.
Yeah but if you allow shooting you gonna kill your customers and if you enable damage the station will be destroyed :(
I think the best way to do this legitimately though would be to make it so in Survival you can’t set it to being owned by another faction, only yours, yourself, or neutral.
@@stonelords9262 Thinking more about it that also seems like a viable option. It's like faking a transponder code, something rebels and pirates do all the time in sci fi
I'm pretty sure they added a Trade function on connectors that stop people from drawing power from that connector
From the release notes:
"Trade mode for Connector: This allows you a safe way to access other grids and disables power/gas transfer. Also connected grid can not manipulate items through that Connector."
forum.keenswh.com/threads/update-1-192-economy.7403364/
When it comes to using connectors to drain the bases power, if you go into the Control Panel for the Connector there is a Trading Enabled option, which stops the connector from being used like you've shown!
The solution seems so simple LSG should've thought of it: Power your safe zone generator on one connectorless grid, then build your trading outpost as a separate grid within the safe zone bubble. (Maybe around the safe zone generator grid)
That's a good idea, actually.
especially because such a situation is essentially guaranteed to never happen. trading stations have limits on how long you can stay connected, and are built by people with a ton of resources already, meaning they have serval reactors and supplies to last a very long time. that example was just very very nitpicky
@@mobiuscoreindustries And I'm sure there is a option to turn access to power off.
@@TheRezro right now there isn't, but short of using power glitches, discharging a grid isn't as easy as they show it to be, unless the grid is some very early build, which in that case the thing won't have a safe zone on it
I was thinking the exact same thing, just power your shield on a separate grid
*places safezone*
im the captain now
Great job on raising awareness about these issues! Really hope Keen takes action on this before it becomes a major problem on servers.
Would it be possible to build some kind of transportation system where you basically get kicked around by safe zones? Like overlapping safe zones which push you into the next one and so forth.
Sounds like "hoiking" from terarrea where you use the code that pushes you out of the ground to move really fast in almost exactly the way you described
Hammering corners push you forwards
oh boy time for *f a s t*
Jetpacks are an easier and less expensive way to travel.
All player-owned safe zones should have a vulnerability period for 1-3 hours every 3 days (or whatever the admin sets) depending on the size of the zone. Bigger the area means you are safe for an extended period, but it also means a longer vulnerability window. This is something that can be seen in EVE Online and works really well at bringing both sides together for a very intense fight! I've spoken with a dev about implementing something like this a while ago, but it needs more people to show an interest in this concept on the forums.
The activation period should be around 3-10min depending on the size of the zone. Any changes to the area should also take time, especially when expanding the territory.
Also, when a shield power supply reaches a critical level, it should slowly reduce the size of the shield to compensate for the loss of power. It will only collapse when there is not enough power to maintain the smallest possible shield.
For the shooting out of a safe zone while being invulnerable to damage seems a little unfair at times. But if you're approaching the base of your enemy and you get shot, well that's your own fault! I, for one, quite like the idea of being able to walk onto a station and having a shootout with the local station security. Merging shooting and damage would ruin the game for those that enjoy roleplay.
I can't believe you missed the connector setting that solves like half of this video.
The turtling and damage things can be solved by Keen, and the infiltration seems like a legitimate strategy to me.
You could use the seat method to create a inn/hotel. Where you have a cryo pod on a piston which extends it out and then when they hope in, it retracts into the safe zone. When time is up the cryo pod extends outside the safe zone and is turned off, expelling the player and then it retracts back into the safe zone. Might even be able to do something similar for ships.
wouldnt turning a cryo pod off kill the player inside of it
@@Joe-vl5jo No, it should just eject them out of it.
If your trying to defend a base using a safe zone, have a load of turrets watching the area as well. The Turrets will stop people from trying to bypass the safe zone, and the safe zone will protect the turrets from being damaged.
And what is the point of that? They could do nothing anyway (though they could add ability to block players) and ability to shoot though shield should be removed immediately, as it is transparently broken.
I'd rather like to see some sort of power usage when it's hit. That way, you could pummel through a shield eventually.
that would defeat their purpose though. You would build a shield for example as a solo player to have a safe zone from factions with bigger, better ships or even as a faction to protect a trading outpost without a lot of defense measures. If you made the shields take damage now that better equipped attacker will overcome the shield. It's only a matter of time.
If you really want to take over a station with a shield you could actually siege them with turrets around the base or something to starve them out of chips to sustain the shield.
@@megapro125 How about a system where if the shield is pummeled enough it starts letting blacklisted items through
Or they could just ignore limitations and make trading from one trading block to another like Ebay just in space and with teleport instead of postal services
I want this sort of idea for the contracts and store page. the game needs a method of remote accessing regional stores/contract stations. Otherwise its tedious just getting someone to your store, let alone get them to buy/sell/do.
surely there could be some modding that would have the stuff drop pod delivered to your selected location, maybe even give that as a requirement for the vendor to have to launch this object, delivery style contract that initialises when a remote purchase is made, it would make a delivery contract that was tied to that purchase.
Or make connector trade station, the connector itself does the trading
There is that timeout feature on connectors. Wonder if that can prevent or at least make power theft more difficult.
true
More importantly, the Trade Mode feature on connectors supposedly disables power transfer
The trick for slipping a ship into the safe zone's kinda neat, but other than the battery-siphon attack is basically utterly useless. You can't bring troops in, you can't damage anything, you can't shoot anyone...
Unless you have them parked right out side the safe zone...
@@mustafao09008 That doesn't have anything to do with being able to put a ship _inside_ the safe zone though.
@@somdudewillson Generally the only way to stop safe zone (outside draining what can be stooped in the setting) is by not allowing players to bring more zone chips.
@@TheRezro Okay. That doesn't have anything to do with what I said though.
Oo, I hope keen would patch those exploit possibilities o: nice finds!
Set up a siege with turret towers around the base to stop them from coming out and wait while their zone chips go down, then attack when the bubble goes down. Most castle sieges in medieval times involved making those inside the castle starve until they surrender. Either that or someone opened a back door.
They could tunnel under
You forget one more thing if it'll happen the ship crash base safe zone without turret or weapon or grind?
You could just make the shield generation on a separate grid from the trade station
You aren't the only person to suggest this, which to me shows that its a fairly obvious solution.
Always said (on reddit) that safezones are a stupid idea... learned that from Eve Online.
Should only be used for Ai trade stations
Blitz Krieg they should have health
@@thebooboo3269 No, they should not.
@@blitzkrieg8776 Isn't that an admin config option? Why limit players?
TheRezro I would rather them have health like a shield if this problem keeps going
a safe zone jamming block. However like the save zone it can not more to be turned on. And can only prevent the forming of a new safe zone not take away a zone that existed be for it turn on. perhaps this could be a solution?
Perhaps a simpler solution is for the game ro run a check and not initialize the safe zone if a powered hostile grid is inside of it? Rather than adding new blocks.
What do you think about treating safe zones generators as energy shields with some additional protection when needed for trading purpose?
In my mind it seems like it would give players extra defense while allowing them to be overwhelmed by a large enough force.
And what is point of that? If need defend own base, then whole point of trade station is void.
This. As it is you can grab an area permanently
@@delayed_control Yes, they only issue is that you should be incapable of capturing anything what isn't area itself or yours.
@@TheRezro Maybe our two ideas can be toggled in word settings creating two different world play styles
@@ItsBeJade No. As it is now weapons in the game aren't strong enough to justify existence of the shields. Shield mods are usually installed as suplement to weapon mods what add high caliber monstrosities.
6:40...No
Ther's an option in the connectors now "Trade", where you set it up for trading purposes, a ship can connect to it to sell/buy items from and to the ships inventory to or from the store block, BUT, the ship cannot acces to the inventory of the other blocks and DOESN'T DRAW POWER OR GASES...
There's also a timer now, that automaticly deconnect whatever is connected to it and there's a cooldown before you can connect to it again.
Just...read the darn things...
they're not the brightest, they'll pick up on it eventualy
The "hacking" can be prevented by keeping the trade access on a seperate grid from the safe zone generator.
Likewise, for hijacked ships, you could add a sensor that activates connectors when allied players are close.
Is bubble inside of other bubble possable?? As well as bubble clipping other bubble possible???
My thought as well. Wall opponents in and block trade. All you would need to do is wait them out, zone chips would eventually run out from lack of trades, dropping the inner shield.
If the power drain can be stopped by a programmable block I don't see it as a problem.
HAHAHAHA OUI LA LA! I didnt think much of your drone bots until I saw 4 of them working together to carry something, THATS fucking awesome.
What about safe zone propulsion? You make a ship with a separate grid with the shield in it (the separate grid) and you set your ship to enemy (not the grid) so you get thrown out by the shield but it comes with you
On the same principle, you set your missile to hostile but you connect it to a merge block or whatever, when you realese it it uses the safezone as a propulsion
Easy fix: Make it where Safe Zone blocks can't be activated if there are blocks within its radius that the Safe Zone owner doesn't own.
To fix the power drain trick you could have a separate grid for the shield and one for the station that way the energy is not linked
There is a more elegant way of fixing it: Managing grid energy priorities:
= Consumers
- safe zone blocks would be priority 1 consumer, meaning all the power on the ship/station would be consumed first by the priority 1.
- Battery blocks would be priority 2 consumer on recharge mode and priority 3 on auto mode, meaning it would export energy if needed and would only recharge when the energy ratio becomes positive, meaning there's excess energy vs consumer.
- Hydrogen engines would be priority 1 consumers, since they consume energy to produce energy, they would compete with safe zones for the power
- Production blocks would be priority 2 consumers, meaning if you make a safe zone for your base but your grid doesn't have enough power to make your refinery work alongside your safe zone, only the safe zone would work, the rest would remain shut down
- Cosmetic blocks and lights would be priority 3 consumers so if your refinery starts soaking energy, you would be working in the dark but still inside your safe zone.
- Connectors would be the tricky part: Priority 2 for the block itself to operate and priority 3 for the connected grid, it would only take energy from the main grid not the connected grid.
= Producers
- Solar Cells would be priority 1 producers since they are flat output without requiring fuel source.
- Wind Turbines would be priority 1 as well, same concept as solar power.
- Reactors would be priority 2 producers since they require fuel to operate.
- Hydrogen engines would be priority 2 producers for the same reason as reactors.
- Batteries would be priority 3 producers: only when your producers don't have enough power output, you would start spending your batteries.
With that setup in mind, when you connect grids by connectors, the guest grid would only recharge if the station had excess energy to supply, if the power on the station dies for some reason the connection gets lost since the connector wouldn't power itself up from the guest grid anymore forcing a detach and would prevent some of the shown exploits there.
For the hacked ship thing, there could be 2 ways to fix it:
- Make an integrity check on the guest grid flagging it as safe if all the blocks have same owner, flagging it as unsafe if there's any block with different owner, so when the guest grid tries to pass through the safe zone, the safe zone would check for that flag (for performance reasons) and if its safe, allow the grid, unsafe, eject the grid.
OR
- The concept of hacked device is that it fools the owner to think they still have control over it, so a hacked ship would normally be allowed inside a safe zone without considering it an exploit since the thing is hacked and the other grid doesn't have any "firewalls" to counter it, so the 2nd way of fixing the exploit would be by adding a firewall block that would enhance safe grid block by communicating with the antenna and on a secondary thread analyse the grids inside the antenna range for safe flagged grids (all blocks same owner or with hacked blocks) and check for hacked blocks on that grid, changing its flag to unsafe. It would, of course, need to change the safe/unsafe behavior where hacked blocks would count as safe because they wouldn't change owners, but would change allowed users like: A grid fully owned by something would have allowed users only to that something, if the grid happens to have any hacked block, that block would have allow all on users, but the whole grid would still belong to another faction as it wouldn't change the owner of the grid.
While these exploits are really scummy, on a faction wars PvP server, safe zones shouldn't even be a thing.
Exhibit A: Uranium pit
The pit got blocked off with no way to get in, which defeats the purpose of fighting over areas if they're unusable
What's a uranium pit?
@@2Potates A server with only 1 location on the planet that has Uranium, deep down on the planet but in abundant ammounts, so the faction that controls the location of the Uranium would have advantage on power generation against other factions, since the ore is deep down on the planet you would need to dig a hole to get to it, hence the "pit"
It should be able to be overpowered like any shield system and defeated.
No, you should not. If that would be the case it would make trading stations pointless.
@@TheRezro I do agree, though I also feel they need to take out the option to shoot out as suggested in the video. If ita going to be invulnerable then it ought to come at some cost.
As it stands you could feasibly chain safe zones together in a slow but unstoppable turret creep. Provided you have enough zone chips of course.
16:55 potential for Safe zone player cannon?
This whole "safe zone" idea was dumb from the beginning... why couldn´t they just have added some sort of classic shield generator?!
because then it is even worse because shields on ships means essentially trolling can be turned into overdrive because it allow a shield possesing guy to rolfstom any freshspawns that didn't get their hands on a shield. moreover the goal of the safezones was to make offline raiding impossible, which a classic shield would just encourage even more. that being said, a safe zone shoudn't be able to be activated if there is an enemy player or grid within its boundaries
No, because shield generators are the dumb idea here. Safe zones are something what admins do previously themselves. Now it is just automated. Problem is that it is still not balanced.
exactly!!!!
Yeah of course admins did safe zones before but then it was just admins... they did not normally use them to take over Bases and such.
Also i just don´t like the idea of a "shield" that will just nullify everything you set it to but will turn off no matter what when someone manages to suck its power dry! At the very least Keen could have added an option that they always have priority on power supply or make it a default feature...
@@N.M.E. No shit, but that is exploit what should be fixed, not the reason to get diarrhea. If you ask my shield simply shouldn't be capable to turn on until all block inside aren't owned by same faction. Takeover problem mostly disappear. Also again, those aren't shields but safe zones. They add zone chips specially to prevent them to be overused. Power drain problem is also easily to solve by simply not allow access to power, by ships outside the faction (and faction change if you aren't in it).
For PvP purposes safe zones should only allow mining for the faction that owns the safezone. This would allow the defender to control the engagement.
The Connectors have some new settings that if setup prevent power and cargo access, etc. Look at the last update, and notes in the economy dlc.
If the station is set to shoot enabled the stolen ship wouldn't work because the turrets would target the blocks owned by wizard
This option should be removed immediately.
@Samuel Skala you can control blocks that you own, but if you own it the turrets will try to shoot it, even if it's surrounded by friendly blocks
@Samuel Skala right, if you're fighting an enemy grid they won't, but if you have two ships and someone hacks a block in one of them the other ship will try to destroy that block because it's an enemy block
Easy fix - have your trade station on a seperate grid from your bubble, it could be your main base, or a grid dedicated to the shield, just keep it away from your trade station so other people cant dock on it. AND MAKE SURE all connectors that are attached to the grid your shield is on, are either non existent or inside a hangar of protected somehow.
A couple of solutions to some of the issues here:
1. Make sure that safe zones can not be started while there are powered static grid or active safe zones in its range that you do not have access to.
3. Only make safe zones require power when they are first started, after this they run purely on the power-cells from zone chips.
4. Yes, combine damage and shooting, otherwise the safe zone shields should have a health bar otherwise its unfair.
5. Make safe zone shields shut down when you change their settings, or have a transition period.
i strongly dissagree, stealing ships to get into bubbles is a GOOD thing ... how else are you supposed to do it, how can you fight people that are on top getting that 100% upkeep 24/7
what is even the point
but on a server the admins should just disallow to change ownership to a faction you are not in .... SIMPLE
you can disallow that
Agree.
AFTER A LOT OF THINKING, i came to an excelent plan of how to fix exploiting by placing the shield generator wherever you want, and id like this to be distributed and shared all over keen if possible:
issue:
Keen for some reason gave survival players basicaly admin rights, which is the biggest misstake they did, players should never be able to create bubbles anywhere they want inwhich nothing can happen, this has nothing to do with the lore of the game anymore, this is going towards Hardcore magic if you ask me, if you would to take the game serious and realistic.
the problem is,
that people place them anywehre they want and that the generator has almost no requirements to run, just power and those chips, which is the core problem
fix:
- Blockrequirements:
basicaly change it so the survivor is required to build a Base that is at least so much blocks wide and bride, including, medbay, cryopod, assembler, rafinery, etc.
forcing the palyer to spend time into it before he is allowed to place a generator down.
- Components dissapear after grinding it down
expensive components dissapear and give you scrapmetal instead, so epople can NOT just pick it up and bild it anywhere else
- RADIUS TO ENEMY BASES
i have no idea why Keen never thought of that in the first place, why can we place these generators anywhere near 2 kilometers near another base?
this is the main problem, since people place the bubble over another base, like Arron showed in the video
if possible share this, im not beeing selfish, i dont even know what this word means, i am trying to help as much as i can, ty
I don't know if all that's necessary, but they could definitely detect whether the shield you're trying to create is inside another one. That just seems like, duh. But a 2km radius would be a problem if you have a crowded server and you wanted to set up a trade hub with everything close together.
I think the better option for the shooting this would be that when you allow shooting any time you shoot through it your sheild weakens allowing a 33% of incoming fire through as a say to simulate sheilds not being perfect.
Hope keen see that ! I am sure they will ! Great content as always
I mean, a simple idea for that trader thing to keep the shield from getting sucked dry, when you set up your strade outpost you would just set up a secondary power grid just for the trader. That way your shield cant get sapped so easy
I aws looking for a tutorial video on how to set these zones up correctly, but i feel like this is just as important. So thanks.
safezones look like an excellent space catapult for ships
Make 6 walls of safe zones, set one to let a prisoner pass, make him pass and lastly close the safe zone back, make sure the safes zones are tall and that they protect their generator and power generators and then logically the player would be stuck inside exept if u have a traitor
He could just die
@LastStandGamers not a method of assaulting a safezone, but what about a player/ship cannon to space? Take a ship off of a whitelist, turn the zone off and on, and in the 30 seconds position yourself above the generator. Instant mass relay from mass effect. If not angled above, could you get accuracy planetside? You could create an assault station. Factions could use multiple of these to "jump" while planetside potentially.
In terms of the second issue addressed, a possible solution may be that whenever the safe zone absorbs damage (Excluding from grinders and drills, as they require no ammo) its power requirement increases in direct correlation (It should also be calculated purely based on damage rather than specific projectiles, as that would hopefully make this suggestion work with modded weapons with the modders not needing to update anything). This would mean that a hostile safe zone could be overloaded by overwhelming firepower, such as a blockade or raid. The safe zone should also then enter a "repair" state, where it either damages the block (Requiring players to fix it) or it simply doesn't operate for a set amount of time (A time frame that attackers must destory the block within).
The only other suggestion I can think of (That I haven't seen already mentioned in other comments) is ridding the "Grid" filter from the configure options, and instead the safezone checks Grids based on ownership and player/faction settings (So if even a single block's ownership does not meet the criteria, the grid is denied).
However, both of these would need to be implemented by Keen, as I believe options for them do not currently exist in the game, and as such these suggestions are useless to current server owners. As such, I agree with the move to just disable player safe zones.
Aside from this topic, may I also suggest miniature uranium pits (WIth extremely small deposits) or "event" uranium (e.g. a passing asteroid) to avoid factions monopolizing the precious rescource? Or maybe just an indestructible DRF mega-drone that attacks the pit say, once per week? Destroys every nearby grid, then leaves, causing inhabiting factions to temporaliy flee and need to fight over the pit once again.
Lastly, my apologies for any missed spelling mistakes and the sheer length of this comment.
Couldn't you fly into your own safezone if enemies are on your ship to remove them, then allow shooting to delete the opposition?
There is a solution, check to see the age of the grid position. A smaller, static grid is almost guaranteed to be younger, and since it iny works on stations, you dont need to worry about whether it has moved, just when the first block was placed
the connectors have a new option, trading enabled on/off, when off you cannot transfer resources including power and fuel, meant for trade stations
a couple of these are understandable, but if they are able to hijack an enemy ship, use that to draw all the power from the station, i believe that is alright, thats way more effort than just coming in blazing guns
With the no damage but can shoot thing there's a problem with your idea.
Say you get into some beef with another faction or you run into someone who is trying to force you to work with them.
They put four ships with turrets around your base and you cant leave.
In my opinion, a better way to solve this is to make you wait 30 minutes to be able to shoot out without taking damage
You could also have a limit on how close your safe zone can be built next to another player's grid that is in station mode.
This, of course, has a problem you can use a single block to stop someone from building a safe zone.
I'm not going to lie. The portion where he could get a ship owned by the faction who owns the safe zone and enter the zone with it and raid it is pretty cool. Imo the only solution to this would be either a separate power grid for just the safe zone bubble or accountability and monitoring of owned ships by the faction running the safe zone so situations like that are more unlikely.
They need to add shields to the base game, or implement the current shield mods into the game
only thing id say this be useful other then trade station is if you tryin fix or get a intruder out of yer ship or base who constantly trolling you
Defense of own stations is also one of reasons to use it.
The connectors have a "trade" setting that is meant to protect against power drawing, actually I wasn't able to suck any power out of NPC station either so I am pretty sure it works, did you try it?
I usually power off my gyros, thrusters, and set batteries to charge when I dock to a connector, DO NOT make that mistake if the connector is set to trade mode, it it will fall, even if locked
I like the safe zones. Just fix the exploits. Safe zones and energy shields don't have to be mutually exclusive; I welcome both. Safe zones are just that: SAFE. Balance them, make them static-only, make them check for unowned grids upon initialization, make settings changes have a delay before taking effect. But NPC trading stations shouldn't be able to be "taken over", potentially ruining it for anybody else who was trading with it. For everything besides trading stations, classic energy shields.
If you put safezones and reactors on a subgrid so on a rotor or so, the reactor will supply the safezone first and then the other stuff. May help with emptying the batterys
I have found that putting the safe zone itself on a seperate grid with independant power generation will keep this from happening. Yes it means multipul structures, but it keeps the sz intact while also allowing power transfer from the trade station.
Easy fix. 1 grid for field and power. 2nd grid in bubble not connected in any way to the first and this one is for trades. Make sure that it is also only wind power with a battery or 2 so you won't charge them much troll the troll.
You can prevent that shield power-sapping trick by setting trade mode on the connector. That will prevent the connector from transferring power and anything else not moved by a store or contract block.
Here is how keen could solve this efficiently: make it so that the shield consumes a smaller amount of energy at a constant rate based on its radius, but make it so that it drains considerably faster when its hit. make the energy drained per hit (A = Mv * 1/r ^ 2) and passive energy drain (P = rc) where energy draw when struck is A, passive energy drain is P, M is projectile mass, v is projectile velocity, r is the shields radius, and c is the constant of how much passive energy drain there is with a shield of 1 radius.
That way, rockets and bullets are considerably less effective than ramming into shields with ships. and also larger shields take less damage from larger targets, but require considerably greater energy to run in the background. so large factions can still make huge defensible bases, that are still somewhat vulnerable to large scale attack, and small scale factions can afford to run a shield that can protect them from bullets and explosives being dropped from above.
edit: if you think about the current shield game mechanism from a physics standpoint, the shield requires a specific amount of power to run, but you are deflecting bullets and ships for essentially free. Where does all the energy come from to deflect that 500kt Cruizer flying directly downward into your shield at terminal velocity? In reality it would take energy to push back against that mass.
6:57 genius, exactly, as is it probable that you have that counter-measure they will as will probably have as well after, or rather thier after.
I have a simple fix add a block that adds anti "non owner" safe zone in set area "land clam block" won't be hard to mod in, I used this on my past Arma server all it does is add a boundary area but will allow faction/owner to build in area of clam and allow them to add a safe zone bubble if needed.
From my experience players will use exploitation when ever they can I had to set it to one land clam per player on my server as players would put them all over the map.
In theory a programing block could be used here to check blocks but using on server will cause lag.
Thanks for the tips raiding has never been easier
I feel like instead of this bubble, they should have made a thing that's basically making survival-friendly indestructable grids, the generator should specifically prevent certain people from altering the grid, as opposed to simply making a bubble.
I think a number of these have been corrected (possibly thanks to this video). I know for a fact that you cannot draw power any longer from a player connector on trade mode in a shield. I ran a trade station for a while on one of Keen's servers.
Oh than if you was to make a program block that detects if a new grid attached and power usage has shot up you can make it eject the connections as a safety precaution. Or build you save zone bubble on a separate power grid.
nice testing, but i think appart from the very first one, all the others are simply situations that will really never take place or coudn't be exploited. entering someone's safe zone inside a stolen ship does not allow you to do anything or even exit your cockpit, the power thing is a bit bullshit because it implies that the guy has set up a public trading station, but if you are in a spot to make such a public station, you will have something bigger that a little cactus with windmills. it will be a large station with lots of power and autonomy, cause you want to keep the place rolling, and discharging that kind of station can take hours, easily within the time where the owner comes around and boot you out the place with a few more holes in your ship.
What happens to loose blocks owned by a person not allowed in?
For example, let's say the safe zone doesn't allow Bob inside, but allows Tim inside. Now you have a warhead owned by bob, but it's connected to a ship owned by Tim. Now you grind off the sprue of the warhead. Does the warhead launch itself out of the safe zone? Or does it stay inside?
I really hope it launches. I need a new type of cannon. But if it doesn't launch, i guess that can be exploited too lol.
If i wanted to build a safe zone that was hard to hack or take over, I'd build my safezone in a large hanger built underground. the only way in is through the main hangar entrance, and the whole way you are shadowed by turrets and such. There is someone sitting in a cockpit ready to turn power on all turrets at a moments notice if the person coming in is doing something shady. at the base of the hanger there would be my safezone or trade post. I'd also make sure to have plenty of interior turrets programmed to target players but not vehicles. Incase people decide they want to dig into the base. I don't know how effective it would be against a determined player, but i know that I'd be very vigilant with this base. : P
Safezones can disable mining, so if its large enough nobody is digging in.
@@MediumRareOpinions awesome. Thank you for letting me know.
Stuff outside the zone probably wasn't thought of when this was done
Some of these should have been implemented before release. However, to be fair, they can't always predict all of the different ways people will try to exploit them.
The shooting from safe zone thing is supposed to work that way. Seeing as they can’t work on ships, I don’t really see a problem with it, although, considering the sneaky offensive options, that might have just changed.
If there’s a safe zone up, there’s no point attacking it anyway, so it just means you still have to be careful about staying out of range.
Connectors have a "Trade mode" setting, only allows trade, no power or stealing items
Keen as always provided quality content.... they shouldn't touch to multiplayer games...
Great job @LastStandGamers
"Quality"
Try this - base is in the voxel cave, and the safe zone bubble in it is bigger than cave. So if safe zone will launch players through voxels or not.
With getting someone into the safe zone, you could try multiple layers of grid walls when he hops out of the seat.
I think it's been said before, I think drilling ores should be a mandatory allowance. I know the devs can work it out on the difference between stone and ore. They just gotta keep working on it.
See if when you lock a ship via landing gears whether it stays or not, like if you could attach a tiny chair-ship to a craft and smuggle your way in on a cargo hauler or something?
Edit:
Also.... I think the best way to allow for a legit Trojan horse tactic would be to make it so in Survival you can’t set grids to being owned by another faction, only yours, yourself, or neutral, and you can only make grids an enemy faction’s in Creative.
Hippity hoppity your base is now my property
It would be great if the connectors had 2 sliders.
1. allowed power drain from docked grids: 0 W - x MW
2. cost of power usage for non-faction grids: 0 space credits - x credits
Edit:
oh and maybe the same for hydrogen/oxygen
Are you trying to help the raiders to prepare for this tricks
Moral of the story don’t allow ships that you don’t primarily use in the safe zone .don’t use connectors or merge blocks for save zone player parking
This just means you need actual flight traffic control =P. Have people request docking permission, get white-listed, do your stuff, then disconnect. If the person does anything dodgy, destroy them.
The player trade station safezone is an easy fix 2 seperate grids that are 1 large block apart therefore close enough to provide protection but infinitely far apart to not share power
energy drain is a simple fix too.... just need a setting that requires ownership to recharge.. or a shield setting that allows or disallows transfer of energy....
also.. have you tested warheads placed as close to shield as possible...
I was so excited for this "safe zones" addition to the game... but it's turned out to be a complete disappointment. the shield mods in the workshops are still, even after so long, so much better, balanced and actually act like shields, not a god-wall.
much like the easy inventory mod still trumps the build planner....and im sure theres a ton more mods better than recent additions.. eiksters decor mods.. with toilets.. couches... and much much more.... just sayin....
Try a strong gravity field, might be able to force you into it.
Sounds like a way to summon some new form of clang.
Clyde A Glide maybe we can oscillate the person so fast that the character Spaghettifies.
@@robinwang6399 _Danny2462 has entered the chat._
6:50 how to fix that problem: more wind turbines, alot more
If you set connector to Trade Mode it does not allow power/gas transfer exactly for the reason, which are in this video.
Put the safe zone in a separate power source, separate from the rest of the build
You can also starve the enemy of recourses, since the safe zones require special chips to activate, and just kill them as soon as tjeu come out
i think one way a lot of these problems can be fixed is by making it so that if a ship has any connection to a player or faction i.e if their is any block connected to them so that if any block is owned my an enemy faction or player it wont be allowed this would make it more rewarding to capture ships as intact as possible, not ideal but would make more sense as for the power draining a new cheaper connector that do's not allow power transfer, for exploiting safe zones to capture areas make it so that it cant be activated within the max range of any enemy factions bases owned blocks such as med bays door turrets and what not leaves the option to scrap the essentials of a base to leave a frame that can be claimed but you would have to clear out the faction before hand, these wont fix everything but im sure these problems will be ironed out in the future, I hope.
dirty and sneaky lol