Weapon Shop
Posted: Fri May 25, 2007 5:24 pm
There will be an overhaul of the entire weaponshop system (as per meeting held between jonas, trestkon and myself) as follows:
Purchasable weapons will exist in display cases which are locked.
Display cases will have a coin slot style interface that will display a GUI informing the user of the price of the contents of the container and allowing the user to purchase the contents.
When the user purchases the contents the container opens.
It will be possible for the player to hack the containers such that they open without the player paying (I'm unclear as to whether this will be computer/electronics/lockpicking).
There will be a security control room somewhere which has a means to disable the store security (possibly through some sort of hacking).
If a container is hacked and store security is active an alarm will be raised.
Among the effects of an alarm are automated turrets dropping from the roof.
The vent that led past the metal detectors will instead lead to the security control room.
The metal detectors will be removed.
The firing range will remain.
The player will now be able to fire anywhere within the weaponshop. Not just the firing range.
I think that covers everything. My understanding of the security of the weaponshop is a little sketchy so Jonas or Trestkon feel free to correct/expand.
Everyone else feel free to comment.
Purchasable weapons will exist in display cases which are locked.
Display cases will have a coin slot style interface that will display a GUI informing the user of the price of the contents of the container and allowing the user to purchase the contents.
When the user purchases the contents the container opens.
It will be possible for the player to hack the containers such that they open without the player paying (I'm unclear as to whether this will be computer/electronics/lockpicking).
There will be a security control room somewhere which has a means to disable the store security (possibly through some sort of hacking).
If a container is hacked and store security is active an alarm will be raised.
Among the effects of an alarm are automated turrets dropping from the roof.
The vent that led past the metal detectors will instead lead to the security control room.
The metal detectors will be removed.
The firing range will remain.
The player will now be able to fire anywhere within the weaponshop. Not just the firing range.
I think that covers everything. My understanding of the security of the weaponshop is a little sketchy so Jonas or Trestkon feel free to correct/expand.
Everyone else feel free to comment.