Let me bump this, since it wasn't ultimately resolved and I guess it's still an issue.
To summarize what I understand so far, the following ideas were suggested:
Spiked green gates - they'd auto close when room becomes unconquered killing the player if they stand on them.
Pros:
- Are intuitive and easy to use
- If sister versions are introduced they can be a bit more versatile
Cons:
- An architect still has to chose to use them
- They are not the prettiest, since you'd have to cover all room exits
- Won't work on invulnerable player roles
Token - various suggestions were given: block spawning, prevent leaving, alter how doors work, prevent leaving if room became unconquered.
Pros:
- A solution that works the same across all holds
- Has a visual clue
Cons:
- An architect still has to chose to use them
Scripting preventing unsolving a room - a scripting command that would prevent tar from spawning when cut.
Pros:
- Interesting command
Cons:
- An architect still has to chose to use them
- No universal visual clue telling that it's active
UI change - Someone Else has suggested a question popup, my suggestion is a setting option "
Auto lock room exit when unconquering a conquered room"
, which would auto lock the room with a message indicating that it happened.
Pros:
- Works even for already published holds
- Architects do not have to think about it
Cons:
- A stubborn player can ignore the warning and get in trouble.
Thoughts?
Edit: Oh and I guess it's fair to mention it - I have ordered the suggestion in the order from most amount of work required to implement to least amount of work required to implement.
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[Last edited by skell at 11-04-2020 08:48 AM]