Difference between revisions of "Door Permissions"
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Door permissions, known as ''perms'', determine which defenders have the right to open and close doors at a gatehouse during a siege. A level 2 or higher gatehouse has an outward facing set of doors at levels 2 and 3, and a vertically opening metal grate Portcullis structure at levels 4, 5, and 6. See [[Upgrading]] for more information about levels of structures. The outer doors/portcullis can be controlled by any friendly player at any time. The gatehouse has an inner set of doors which are what Door Permissions apply to. | Door permissions, known as ''perms'', determine which defenders have the right to open and close doors at a gatehouse during a siege. A level 2 or higher gatehouse has an outward facing set of doors at levels 2 and 3, and a vertically opening metal grate Portcullis structure at levels 4, 5, and 6. See [[Upgrading]] for more information about levels of structures. The outer doors/portcullis can be controlled by any friendly player at any time. The gatehouse has an inner set of doors which are what Door Permissions apply to. | ||
| − | ==Door Management== | + | ==What is Door Management?== |
| − | + | [[File:gatehousedoors.jpg|600px|right]] | |
*During safe times, anyone can open or close doors. During a siege, only certain people can open the inner, back doors of each gatehouse. See [[Sieges]] for more information about location statuses and understanding what a siege is. | *During safe times, anyone can open or close doors. During a siege, only certain people can open the inner, back doors of each gatehouse. See [[Sieges]] for more information about location statuses and understanding what a siege is. | ||
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*Making sure the door gets closed at the right time can prevent enemy players from breaking through the defenders lines and provide time to make a retreat to the next defendable location. | *Making sure the door gets closed at the right time can prevent enemy players from breaking through the defenders lines and provide time to make a retreat to the next defendable location. | ||
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==Nation location Permissions== | ==Nation location Permissions== | ||
| − | Door permissions at nation held locations are controlled by guilds. Any player of Veteran, Officer, Vice leader, or leader rank in a level 5 or higher guild can open and close the doors. All other players not meeting this criteria will simply teleport through the back doors during a siege. | + | *'''Door permissions at nation held locations are controlled by guilds. Any player of Veteran, Officer, Vice leader, or leader rank in a level 5 or higher guild can open and close the back doors of a gatehouse.''' All other players not meeting this criteria will simply teleport through the back doors during a siege. |
The primary effect of opening doors at nation held locations is that when doors are open, guards will go through the gatehouse at attempt to attack the enemy. Keeping doors closed until the right moment allows guards out at the crucial moment. | The primary effect of opening doors at nation held locations is that when doors are open, guards will go through the gatehouse at attempt to attack the enemy. Keeping doors closed until the right moment allows guards out at the crucial moment. | ||
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During non-siege times, all players can open all doors at Nation Castles. | During non-siege times, all players can open all doors at Nation Castles. | ||
| − | ==Guild Province | + | ==Guild Province Permissions== |
| − | + | [[File:PermsMenu.png|thumb|Permissions Menu at a guild province]] | |
| + | '''Guild leaders and vice leaders can use the Upgrade menu at the [[Architect's Table]] to select who can enter, open, or teleport through doors on gatehouses and the bastion building at their Guild Province by clicking on the key icon on the upgrade menu.''' | ||
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| + | Permissions can be set differently at each defense layer, so multiple Key icons may need their permissions set individually. | ||
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| + | Guild leaders and vice leaders can also select who can operate their defensive devices such as ballistas and boiling oils. Careful control of these devices ensures that only trusted individuals of the proper rank have access to use them. | ||
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| + | During safe, non-siege times, whatever permissions have been set will remain in place. Remember to adjust the door permissions after the state of war letting allies and nation members in and out freely is a priority. | ||
| − | + | Note: Guild provinces do not have guards, so there is no need to manage the guards' aggro like there is in nation locations. Doors are simply closed to slow down or trap attackers in the gatehouse. | |
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Latest revision as of 02:57, 10 October 2021
Door permissions, known as perms, determine which defenders have the right to open and close doors at a gatehouse during a siege. A level 2 or higher gatehouse has an outward facing set of doors at levels 2 and 3, and a vertically opening metal grate Portcullis structure at levels 4, 5, and 6. See Upgrading for more information about levels of structures. The outer doors/portcullis can be controlled by any friendly player at any time. The gatehouse has an inner set of doors which are what Door Permissions apply to.
What is Door Management?
- During safe times, anyone can open or close doors. During a siege, only certain people can open the inner, back doors of each gatehouse. See Sieges for more information about location statuses and understanding what a siege is.
- The permissions systems are slightly different at Guild Provinces and Nation Castles.
- When doors are open, guards will go through the gatehouse at attempt to attack the enemy. Keeping doors closed until the right moment allows guards out at the crucial moment, so that the defenders can push with the combined force of the guards.
- Guards behind a gatehouse catch aggro easily, and enemies will attempt to "bring the guards down" 1 by 1 to an area away from the gatehouse so the guards can be more safely and easily killed, preventing the defenders from "pushing" with the guards. Careful door control prevents guards from being pulled out by enemies too early.
- Making sure the door gets closed at the right time can prevent enemy players from breaking through the defenders lines and provide time to make a retreat to the next defendable location.
Nation location Permissions
- Door permissions at nation held locations are controlled by guilds. Any player of Veteran, Officer, Vice leader, or leader rank in a level 5 or higher guild can open and close the back doors of a gatehouse. All other players not meeting this criteria will simply teleport through the back doors during a siege.
The primary effect of opening doors at nation held locations is that when doors are open, guards will go through the gatehouse at attempt to attack the enemy. Keeping doors closed until the right moment allows guards out at the crucial moment.
During non-siege times, all players can open all doors at Nation Castles.
Guild Province Permissions
Guild leaders and vice leaders can use the Upgrade menu at the Architect's Table to select who can enter, open, or teleport through doors on gatehouses and the bastion building at their Guild Province by clicking on the key icon on the upgrade menu.
Permissions can be set differently at each defense layer, so multiple Key icons may need their permissions set individually.
Guild leaders and vice leaders can also select who can operate their defensive devices such as ballistas and boiling oils. Careful control of these devices ensures that only trusted individuals of the proper rank have access to use them.
During safe, non-siege times, whatever permissions have been set will remain in place. Remember to adjust the door permissions after the state of war letting allies and nation members in and out freely is a priority.
Note: Guild provinces do not have guards, so there is no need to manage the guards' aggro like there is in nation locations. Doors are simply closed to slow down or trap attackers in the gatehouse.
Also see: Sieges