currently i am frustrated by trying to get into a bunker without using probability travel and cloaking system cbms. i can remotely friendly the turret with a control laptop, and then hack the door panel, which opens the door. the frustration here is that the turret often returns to hostile by the time i finish hacking, and i get more than the regulation number of holes through my torso.
hacking a secure door should behave like cracking a safe: first you disable the lock, then an additional [e]xamine is needed to open the safe. this would make bunkers more hackable with less cheesy means.
a) keep using cloaking system and probability travel cbms
b) increase delay before robots revert to hostile so that you have time to hack and then disable the turret
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Ok so upon succesful hacking closed metal door turns into unlocked metal door instead of just disapearing. That shouldn't be too hard to do.
To be fair, it kind of depends on the type of the door.
If it's more of a blast shield (than your average door), it's entirely possible that by trying to just spoof the right command you may very well end up disengaging it completely instead of just "unlocking" it.
@Tamiore agreed, but the context of a blast shield or something suitably beefy, the clunk of the lock and movement mechanism should give you a couple seconds to move out of line of sight from the other side of the door, especially since you saw six turrets on the way down. leaving the door in an unlocked and closed state seems more straightforward to me, but presumably the uncanny dodge movement mechanism would provide an alternate mechanism to an "oh dear door already opening there'll be no saving these underpants" dodge out of the way
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Ok so upon succesful hacking closed metal door turns into unlocked metal door instead of just disapearing. That shouldn't be too hard to do.