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Original PR: NovaSector/NovaSector#2044
About The Pull Request
Interdyne and DS2 have piggybacked off the Syndicate faction for a while and have had some unintended consequences as such. This just assigns the spawners their correct faction role that exists already as well as ensures everything behaves so the players aren't impacted at all.
I also adjusted the access to the control areas around the dock itself, this is aimed towards letting general DS2 crew be soloplay instead of having to hack the door open just to be able to go into the door/turn the turrets off.
I swapped the vault and the security post to facilitate this change without general interdyne crew being able to easily access the vault/unlock the shutters as well.
Security post shutters are now set to Leader
How This Contributes To The Nova Sector Roleplay Experience
Some of our highest threat ruins are syndicate themed, and being able to walk in and get the high tier loot without consequence really isnt fair to everyone.
Example
Proof of Testing
Screenshots/Videos
Turrets go : )
Syndies go > : (
Normal DS2 crew can now open the shutter to the dock, the security post now needs Leader access in order to use the same shutter button
The Vault can now be unbolted by regular DS2 crew, the interior access was already set to general as was the door
Changelog
🆑 Zergspower
code: removed the faction defines for Black Mesa as they dont exist anymore
balance: DS2 and Interdyne factions are properly assigned, syndicate ruins will not retaliate
qol: DS2 general crew can now open the shutters to go to the docking area as well as unbolt the vault for turret control
/:cl: