Turn of Save Zone Option

Joined
Mar 9, 2022
Messages
9
#1
As the title says, a way to manually turn of the save zone.

Why does it matter?
Once we have player driven station trading it would be nice to actually land/park at the station structure and not just beeing forced to stay outisde.
An example would be, when flying/warping to a station and the designer build a pier with the idea of giving roleplay players the option to land/park there that they actually could park there, would be possible with a deactiviated save zone.
Another use case would be small scale events. Some examples: Hide and seek, Revolver event (like the one from 2 years ago) or racing.

How could it get implemented?
Either it's a tab in the station window within the inventory or via a terminal on the station itself.
Turning off the save zone should happen immediately but activating takes 10 minutes. (Also to prevent spamming it)
When turned off, the security field generator could be activated. This would give the staion owner an area were no one can enter without having the save zone acces permission. This area could hold all important machines, like reconstruction machine and so on.
Maybe it could also be a new hall type, the save zone hall. That would activate when turing off the save zone. (Would build on the invisible hall frame feature) But this might cause a conflict with the security field generator because they would have similar rolles.

What impact would it has?
Allow a more immersive experience, could land and walk a round the station.
Would give pirate players an option to hide within the station and then steal or hijack an incomming ship.
Small scale events might create debris/wrecks that could get looted/salvaged by other players.
In general, increase player to player interactions.

~ OrchideeFan944
 
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