Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Trespassing and high security areas  (Read 1741 times)

Adrian

  • Bay Watcher
    • View Profile
Trespassing and high security areas
« on: May 12, 2015, 06:33:00 pm »

Now that we have visitors coming to the fort, it might be a good idea to tell them they're not welcome in certain areas of the fortress.
Especially with scenarios coming up. (Want to be sure those prison inmates can't yakkety-sax into the armory)

Security settings would be most useful as an extension to burrows, as stationed guards can respond to snooping people if they're not supposed to be there.
A setting each for (dis)allowing visitors, mercenaries, and citizens would be enough to get working security areas going, but nothing should prevent it from being expanded into barring specific fortress (sub)groups from areas.
Doors that are part of a burrow should respect that burrow's security and only allow passage to people allowed inside.

With that said, trespassing should be a crime.
People encountering trespassers should get a small bad thought in the vein of "visited by an unwelcome guest"
Not punishing the trespasser should escalate that small bad thought into a proper bad thought.
But of course, jailing a member of another civilization should put the fortress in a heap of diplomatic trouble.
Logged

Corona688

  • Bay Watcher
    • View Profile
Re: Trespassing and high security areas
« Reply #1 on: May 13, 2015, 12:02:31 pm »

It would be nice to control what doors merchants use without resorting to complicated arrangements of pressure plates.
Logged
You never know when you might need a berserk dwarf to set loose somewhere.

Adrian

  • Bay Watcher
    • View Profile
Re: Trespassing and high security areas
« Reply #2 on: May 13, 2015, 01:31:38 pm »

Not just doors. Doors are secondary and would inherit their security settings from the burrow they're part of, if they are part of one.
But individuals shouldn't be physically incapable of entering a restricted area. They should understand that trespassing is a crime and be discouraged from entering by that fact.
Increasing the pathfinding cost for individuals passing through areas they're not supposed to be would work best, i think.

And the AI should respect a burrow's security. Up to a point, anyways. If the only way to get from A to B is to pass through a restricted area then yes, they should trespass to get to their destination.
The invisible help-wanted thing for jobs could do a single pathfinding run to figure out if and what restricted areas a citizen needs access to to complete the job, and only allow citizens with the proper access to take that job.
Logged

Waparius

  • Bay Watcher
    • View Profile
Re: Trespassing and high security areas
« Reply #3 on: May 13, 2015, 07:11:39 pm »

Doors and guards might both increase the security of a given area - doors blocking a restricted area would mean trespassers would need to pick the lock or break the door, guards would physically restrain or remove (or in extremes attack) trespassers. This would mesh well with in-fortress theft when the economy comes in, and maybe visitor-theft. Nobles may require private spaces to get away from their subjects (a statue garden, memorial hall or dining room for instance - maybe even a private tavern for noble dwarves.)
Logged

Spitemaster

  • Bay Watcher
    • View Profile
Re: Trespassing and high security areas
« Reply #4 on: May 13, 2015, 09:54:51 pm »

There should be a bad thought (for some) when trespassing, and a good thought (for some) when trespassing without getting caught.
Logged

DG

  • Bay Watcher
  • Pull the Lever
    • View Profile
Re: Trespassing and high security areas
« Reply #5 on: May 14, 2015, 03:11:44 am »

Related:


Quote from: DG
Toady, with visitors now coming to a fort, how important do you feel it is to have the ability to place arbitrary restrictions on which parts of a fort can be accessed? Like guards at the entrance to the royal chambers turning away everyone who isn't a noble without invitation, keeping random sightseers out of your secret defences, jailers granting or rejecting visitation rights, librarians supervising browsing or borrowing, kids being shooed out of taverns by the bouncer or any other thing you could imagine. "Sounds good, no time line" or closer on the horizon than that?

We've had outsiders coming to meetings for a while, and it didn't really come up, even though they could remember the positions of traps to pass on to invading armies.  I don't really have a stronger reason to prioritize it now.  If visitors could actually cause real trouble, it would matter more.  Perhaps it will come up when we have more crime.

Carry on.
Logged
Re: Trespassing and high security areas
« Reply #6 on: May 16, 2015, 12:31:36 pm »

 Maybe there could be a mechanic that if a forbidden zone contains certain things like barracks or rooms relevant to political function, dwarves that are paranoid, fearful or have trust issues might start cooking up conspiracy theories and stuff. Might be entertaining.
Logged
Or you could just let the children roam free and natural selection will take care of them.
I'm now picturing an elf wrestler trying to suplex my battlements.