Expanded Lock & Bolt Mechanics

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Expanded Lock & Bolt Mechanics

Postby Uephorias » Wed Nov 30, 2016 11:15 pm

I had this idea after seeing that, as of today's update, some containers can now be locked

Allow locking of building doors as well as cellars

Add locks made from metals, and the type of metal matters

Add a lockpicking mechanic
-Can be purchased as a skill after purchasing Trespassing (or Vandalism)
-Channeled action (Hourglass, you know what I mean)
-Proficiency at picking a lock goes off of Dexterity and Stealth
-Picking proficiency is checked against the quality and material of the lock
-Lengthy, time-wise (think the time it takes to destroy something)
-Depending specifically on Dexterity, the action may be cancelled midway through
(Imagine how sore your hands can get, if you've ever picked locks irl)
(Possible "Sore Hands" debuff that would prevent people from just repeatedly trying to pick the lock, thus defeating its purpose)
-Drops a trespassing scent (EVEN if there is no claim)

I'm aware of a problem with this proposal, and that is picking gate locks. I believe if gate locks could be picked, it would wholly defeat the purpose of walling yourself off. If anyone can think of a pragmatic work-around for this or explanation as to why, for some reason, a gate lock COULDN'T be picked, please let me know.
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Re: Expanded Lock & Bolt Mechanics

Postby loftar » Wed Nov 30, 2016 11:26 pm

We have, of course, considered like things, but the core problem is indeed wherein a meaningful lock-picking mechanic would consist. I doubt it's one of those things that would be fun if it were just random.
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Re: Expanded Lock & Bolt Mechanics

Postby Uephorias » Wed Nov 30, 2016 11:32 pm

loftar wrote:We have, of course, considered like things, but the core problem is indeed wherein a meaningful lock-picking mechanic would consist. I doubt it's one of those things that would be fun if it were just random.


You do have a point, yes.
My conflict with that, however, is the automatic repulsion I get from imagining a lockpicking minigame in Haven.

Now, I actually haven't fished with a rod, but apparently that has a sort of "minigame" in itself. How would you feel about an implementation in a similar vein for lockpicking? Obviously, you don't want to make it incredibly easy for anyone to break into something or somewhere simply by sheer will and less than an hour of free time.
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Re: Expanded Lock & Bolt Mechanics

Postby Bowshot125 » Wed Nov 30, 2016 11:39 pm

Should just be higher chance to open locked chests without dropping a scent taking from both Stealth & Dexterity, and if you fail it drops a theft scent. Easy. Like Skyrim without the saving and reloading feature.
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Re: Expanded Lock & Bolt Mechanics

Postby loftar » Wed Nov 30, 2016 11:44 pm

Bowshot125 wrote:Should just be higher chance to open locked chests without dropping a scent taking from both Stealth & Dexterity, and if you fail it drops a theft scent.

So attaching locks to your containers is now an anti-feature that allows invaders a chance to not leave scents when pillaging your stuff? Sounds great. :)
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Re: Expanded Lock & Bolt Mechanics

Postby Bowshot125 » Wed Nov 30, 2016 11:49 pm

loftar wrote:
Bowshot125 wrote:Should just be higher chance to open locked chests without dropping a scent taking from both Stealth & Dexterity, and if you fail it drops a theft scent.

So attaching locks to your containers is now an anti-feature that allows invaders a chance to not leave scents when pillaging your stuff? Sounds great. :)


Yes it does doesn't it?
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Re: Expanded Lock & Bolt Mechanics

Postby Teleskop » Wed Nov 30, 2016 11:53 pm

add a fishing minigame to opening locked containers
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Re: Expanded Lock & Bolt Mechanics

Postby xTrainx » Wed Nov 30, 2016 11:58 pm

loftar wrote:
Bowshot125 wrote:Should just be higher chance to open locked chests without dropping a scent taking from both Stealth & Dexterity, and if you fail it drops a theft scent.

So attaching locks to your containers is now an anti-feature that allows invaders a chance to not leave scents when pillaging your stuff? Sounds great. :)

how about making stealth interact in some way to the visitor debuff?
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Re: Expanded Lock & Bolt Mechanics

Postby GenghisKhan44 » Thu Dec 01, 2016 12:00 am

loftar wrote:
Bowshot125 wrote:Should just be higher chance to open locked chests without dropping a scent taking from both Stealth & Dexterity, and if you fail it drops a theft scent.

So attaching locks to your containers is now an anti-feature that allows invaders a chance to not leave scents when pillaging your stuff? Sounds great. :)


This made my day. :lol: :lol:

+1 to this thread for being well thought out. Some manner of mini game that lasts an hour, like fishing with a casting rod, might be a good idea.
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Re: Expanded Lock & Bolt Mechanics

Postby loftar » Thu Dec 01, 2016 12:06 am

GenghisKhan44 wrote:Some manner of mini game that lasts an hour

If it lasts literally an hour, it is difficult to imagine why one wouldn't just carry the container off-claim and bash it, though.
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