Base alarms in player view
This page explains where players find base alarms in the shop and what they can do there.
For full mechanics and rights design, see Base alarms concept.
Where players find base alarms
There are two common entry points:
- personal alarms:
Shop->Base Alarms(main navigation, visible only when the player already has at least one personal alarm they can manage) - faction alarms:
Shop->Factions->Faction details->Base Alarmstab
If Base Alarms is missing, check assigned rights and whether the player already has at least one manageable personal alarm. The main navigation entry also depends on base alarm pricing being enabled for direct player access, while the faction tab can still be available in faction detail pages.
Typical player workflow
- Open one of the base alarm entry points.
- Create a new alarm.
- Open alarm details.
- Check position and update sharing/notification settings if needed.
- Keep alarm active and monitor recent timeline events.
Timeline note: nearby activity entries are based on imported logs and can appear with delay.
Tip: personal alarms usually prefill from your latest raised-flag location. If no suitable flag raise exists yet, raise one first and then update from alarm details.
What players can do in details view
Depending on ownership and rights, players can:
- activate or deactivate an alarm
- mute or unmute their own alarm notifications
- update allowed players and notification channel settings
- remove an alarm
- review recent nearby alarm timeline entries
Rights that affect player-side behavior
base_alarm.accessis required to use player-facing base alarm pages- faction workflows also depend on faction access and member right
change_base_alarm - users with broader edit rights can bypass normal ownership limits
For exact rights meaning and recommended assignment bundles for admins, see Base alarms concept.