Armoured Door

## Door

Doors are an essential material to defend Weapons; they share similar stats with Armour, but gain the ability to open and shut.

## Overview

First and foremost, Armored Doors are used to defend weapons; due to their high cost, they should only be used for this role. Doors have unique functionality, in that they can be opened and shut. In their closed state, Doors behave exactly as Armour would; they have 400 HP, deflect small-caliber arms, and dampen Firebeam penetration. In their open state, they allow Weapons to pass through (similar to Background Bracing). Wind can also pass through, allowing Wind Turbines to maintain high efficiency.

Doors can be opened either by double-clicking on the door itself, or by selecting the desired Weapon to be fired; the angle which the Door blocks will be highlighted in red. If the player clicks in the red area, then the door will open to reveal the typical white sector which allows firing.

Doors tie Shields for the most metal-intensive material in the game to construct, at 100 metal per grid. They also take a rather long 10 seconds to finish building.

Doors are also among the heaviest materials to place, along with Armour and Portals, at a mass of 50.

Like all materials, Doors have a limited tolerance for compression and stretching. If compressed/stretched by 10% past its original construction length, it will snap (for example a 3-grid-long strut will be destroyed if compressed more than 2.7 grid length). For this reason Doors can withstand more weight the longer they are.

Doors have a higher resistance to compression, and can thus hold more weight before they break.

Also like other materials, a Door will snap off if it rotates more than 30 degrees in its joint (relative to the initial angle it was built at).

Doors can be connected to terrain with the Foundations texture, making a foundation node. This incurs a flat cost of 50 metal and 400 energy on top of the cost of the strut itself. Foundation nodes cannot be created on terrain without the Foundations texture.

Foundation nodes are highly stable, as they effectively create an anchor point for which the base itself can only rotate off that strut. This means that, in moderation, they work great to stabilize a fort.

Like other materials, Doors built in an arrangement where 3 connected struts form sides of a triangle will enable it to display cladding, obscuring the contents.

## Strategies

Doors, above all, should be used to protect Weapons. The player's main armaments especially should be prioritized, to defend them from attacks from heavy weapons. Doors also serve to protect Weapons from Snipers, which deal massively increased damage to them.

It's important to know how many Doors are required to defend against the opponent's arsenal; especially if they're using heavy ordnance such as Plasma Lasers or Cannons. Cannons each deal 700 damage (+40 splash), meaning a full defense requires two Doors per Cannon. Against Plasma Lasers, 3 Doors are required per Plasma Laser due to their massive damage of 875.

Despite the cost, double-dooring weapons such as Rockets or Shotguns ensures that they don't die to a surprise AP Sniper from the opponent; since an AP has the ability to penetrate one door, it can easily cripple a poorly prepared player. Shotguns specifically will die to just one shot from an AP Sniper, so they must be defended properly.

   Different door configurations are required in different circumstances. Against pure damage weapons (like the aforementioned Cannon and Plasma Laser), it's highly advised to use a simple technique called tiny-dooring, where only one half of the weapon is covered by a door; the rest is covered by Bracing. To make a tiny door, the player makes a triangle from the weapon box, with the peak of the extrusion being in the middle of the box; the top part should be made a Door, and the bottom part kept as Bracing, or Armour for additional defense. It can be easily expanded by dragging more boxes out.

Against weapons with a high amount of splash damage (such as Warheads or Rockets), it's not highly advisable to use extremely compact door setups. Not only does this make the weapons at risk of dying if the splash destroys the strut that they're on, but it also creates needless economic waste. Instead, doors should be spaced out away from the weapon by around 3 grid units. Later in the game if the enemy is suspected to have heavy weapons, then extra defense should be built in front of the weapon.

It's important to note that having Doors does not make Weapons immune to death; they are not one-way. While open, Doors provide *no* protection for the weapon; this means that an observant enemy might fire a shot through the door into the now-vulnerable Weapon. This strategy has been coined as door-sniping. Weapons with a high firing duration, such as 20mm Cannons or any laser weapons, are especially vulnerable to door-sniping; these heavy weapons are possible to kill with just a single sniper, since it has the time to fire multiple shots at the weapon while it's firing.

While typically not required, highly stressed Bracing or Background Bracing that is not covered by a device can be converted to a door to provide greater stability. The door can be opened to make wind and/or projectiles pass through.