PULL REQUEST DETAILS
About the PR
Unlocking the syndicate listening post no longer makes the doors accessless. They are instead destroyable, but not wire hackable (similar to armory airlocks). For reference this is 5 hits from a breaching hammer, or 75 from a toolbox. The AI and Cyborgs can still hack the airlock, Syndicate Cyborgs maintain access through having syndicate access on their IDs.
Internal listening post airlocks (e.g. to the Teleporter) are no longer reinforced.
The Neon listening post shark tank airlock has an unreinforced door internally, and hand scanners externally.
Why's this needed?
Crew can turn up too easily at the listening post and gain free access to anything and everything inside regardless of if they've followed an operative there or not. This is especially noticable on terrained maps which due to being admin summoned encourage exploration, often leading to several people turning up at the listening post and just walking in freely.
The listening post should not be impenetrable if in use, but should not be freely accessibly by anyone just stumbling across it. This encourages usage of breaching supplies if you track an operative there, giving the operative a short amount of time to come up with a plan before you can break in and reducing the chances of people just _happening_ to turn up to find the traitor.
Testing
Tested being able to damage the listening post airlock both before and after unlocking, worked as intended.
Tested being able to open the listening post both before and after unlocking, with and without syndicate access, worked as intended.
Tested being able to open the listening post via scanner, worked as intended both locked and unlocked.
Changelog
PULL REQUEST DETAILS
About the PR
Unlocking the syndicate listening post no longer makes the doors accessless. They are instead destroyable, but not wire hackable (similar to armory airlocks). For reference this is 5 hits from a breaching hammer, or 75 from a toolbox. The AI and Cyborgs can still hack the airlock, Syndicate Cyborgs maintain access through having syndicate access on their IDs.
Internal listening post airlocks (e.g. to the Teleporter) are no longer reinforced.
The Neon listening post shark tank airlock has an unreinforced door internally, and hand scanners externally.
Why's this needed?
Crew can turn up too easily at the listening post and gain free access to anything and everything inside regardless of if they've followed an operative there or not. This is especially noticable on terrained maps which due to being admin summoned encourage exploration, often leading to several people turning up at the listening post and just walking in freely.
The listening post should not be impenetrable if in use, but should not be freely accessibly by anyone just stumbling across it. This encourages usage of breaching supplies if you track an operative there, giving the operative a short amount of time to come up with a plan before you can break in and reducing the chances of people just _happening_ to turn up to find the traitor.
Testing
Tested being able to damage the listening post airlock both before and after unlocking, worked as intended.
Tested being able to open the listening post both before and after unlocking, with and without syndicate access, worked as intended.
Tested being able to open the listening post via scanner, worked as intended both locked and unlocked.
Changelog
Code:
changelog
(u)JORJ949
(*)The listening post is no longer accessless once opened. Instead the doors become syndicate access and destroyable.PULL REQUEST DETAILS

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