beardhat wrote:Alright, stealth (Alongside marksman) is pretty much a joke skill atm, it doesn't do much, sans the very arbitrary ability to mask scents, problem? Everyone's going to be pumping perception anyway on their first characters anyway so they'll see those scents.
So here's an idea.
Here are some downsides:
1: Add lockpicks, they require soft metals to make, take roughly 10-20 minutes to use, give a message upon use to anyone in the village UNLESS they are a friendly villager when used, after 10 minutes they roll from 1 to their quality cap vs the lock's quality, if the roll is higher then the lock's quality, the lock breaks and the door is opened, should anyone step through these doors, they gain the debuff 'thieves honor" which acts like visitor debuff, but allows theft but doesn't allow assault or murder
This is instant death to every non-faction settlement, as all containers would be empty (and despawned) or gone every morning.
2: make lock quality matter, and reintroduce metal locks, the quality test between lockpicks and locks would be like an arms race between thieves and stingy villagers, wood locks use base quality when determining their picking cap, metal locks are calculated as the quality*2, and locks on villages that you aren't a part of count as quality*2 for wood locks of quality*3 for metal locks
Given 1: Perfect secuity for faction settlements, such a metal lock of endgame metal quality.
3: if a lock fails to pick, it breaks and becomes unusable, thus high level picks and locks are extremely valued.
In case this is to be read as
people who have the key can't use the door/gate when it's broken this is insta-grief for everyone through an altable denial of access.
Very bad plan.
4: crafting a lockpick is hardcapped by stealth, softcapped by √dex*smithing
What would be the quality for the locks?
[skipped the rest as it already looked dead enough to me]
Sorry, I don't see this as a mechanic that would be fun for >1-5% of the playerbase, while driving away the rest.
While the idea of 'thieves honor' sounds like a plan to avoid bloodshed it would at least have to have an additional limit on how much could be carried away (and be resistant to alting it for mass production). Let me try a different approach:
1. Both the pick (being softcapped by the stealth skill of the character attempting it) and the lock RNG roll from 1-(their Q)[* multiplier for lock] and roll higher wins, to give a chance to work on every lock. On success the gate should only let in the one character that picked the lock, noone else. Amount of stuff to be carried away needs to be severly limited, same for taking stuff from containers and dropping it to decay to prevent griefing (1 SHP per item dosn't cut it for high con characters). Buff needs to be evictable. Also the action would need to be non-scriptable so one (bot-users) wouldn't end the session with 'pick-break the lock on my door so noone else can pick it, then logout' as we did in Legacy with 'drink tea, wait for buff maximum and logout'.
2. Could be sane in case 1 is fixed with softcap on character and a RNG roll for the lock.
3. If a pick fails the lock should 'break' in the sense that it's no longer pickable, not as 'no longer useable with a key'. This flag should clear the next time the lock is used with a matching key (emitting a system message 'the key turns somewhat awkward in the lock' or similar). Possibly to avoid cheesing the system (by breaking the own lock) the time to use the gate when the lock is broken could be increased (a hourglass when accessing the door with a broken lock) - but a delay opening a 'broken' lock sounds pointless as it either is to short to matter or it is long enough to be used for griefing...
Bottom line: the idea isn't completely pointless but IMHO needs more thought as the sideeffects of it can be severe and need to have limits.