configurable would be GRAND. If not configurable, how about a protector block with something more valuable in the center (a mese fragment?) that protects twice as much area.inocudom wrote:How about keeping the old protector nodes and adding new ones that can be configured, or setting the default configuration to what it is in Xanadu?
AND, if we are talking about adding new protector blocks, I have noticed that the cubical shape of the protected area is great for protecting buildings, but wasteful when you are protecting a road, bridge, or tunnel. Especially because the extra protected area makes it more difficult for anyone else to link up with your road or tunnel. For example, look at the roads coming out of spawn. They are three wide (typical road width), but the protection is 5 wide in each direction, meaning that anyone who wants to attach a "driveway" to the common road has to coordinate with the roads builder. Which is, of course, fine if the road builder didn't want people connecting to the road without permission, but a bit of a hassle when the whole purpose of the road is just to act as a main city street.
So, what if we had a protection block that protected an area that was 1 down, 1 to each side, 3 up, and. say, 30 forward and 30 back. That would make a total area of 3*4*60 which is a little over half the area of the standard 11x11 block, but would sure be nice for roads. You would need to be able to rotate the node with the screwdriver so you could make the long protected area point along the x, y, or z axis.
Of course, an individually configurable block would be far superior to this. But then, I know there has already been some issues on the server of people claiming vast swaths of land where they hadn't built anything. So there would need to be some kind of balance system to keep people from just plopping down a single block and claiming whole forests for themselves.
Oh, one more note while we are suggesting protection block changes. currently the system works so that you punch a block and the protected area glows purple. But what people are usually actually trying to figure out is if any areas are NOT protected. And that involves running around punching several nodes and trying to figure out if there are any gaps. I wonder if there would be some way to make it so that you could, instead of seeing the protected areas, punch a node and all areas within visual range (or some sufficiently large area) that are NOT protected would glow purple? Probably messy to implement. Might not work.
Just some ideas. I think protection works ok the way it is in Xanadu, but there is always room for improvement.