Keys

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Keys

Postby Apprehensive » Sun Dec 26, 2010 7:16 am

Just an idea..And btw i DID search the forums for this..there should be a keymaking command,, or skill, that allows you to make copies of keys without moulds, or lets you create a skeleton key *make that part require you have an extremely high lvl in whatever* i mean thatd be kinda cool...just saying..and no im not saying just a keymaking skill, cause i kno there is already keymaking..but a skeleton key...awesome..make it require..idk..6 bars of wrought iron?
"And twas then that the Hearthlings lived side by side with the Boars that Jesus had most gracously set ablaze. And Bobo-Fet was intrigued." - Hearth, 7:32

World 3 - Present
User avatar
Apprehensive
 
Posts: 33
Joined: Sat Sep 18, 2010 8:10 pm

Re: Keys

Postby Darki » Sun Dec 26, 2010 9:56 am

tell me why would u name it the skeleton key when it requires 6 bars of wrough ? :|
User avatar
Darki
 
Posts: 363
Joined: Mon Aug 24, 2009 11:19 am
Location: Cow farm :D

Re: Keys

Postby spectacle » Sun Dec 26, 2010 11:05 am

<avu>Let's make gates even more useless than they already are!</avu>

-1
Once a man has changed the relationship between himself and his environment, he cannot return to the blissful ignorance he left. Motion, of necessity, involves a change in perspective.
-Commissioner Pravin Lal, "A Social History of Planet"
User avatar
spectacle
 
Posts: 950
Joined: Wed Nov 11, 2009 11:16 am
Location: Planet

Re: Keys

Postby cgbnab » Mon Dec 27, 2010 5:14 pm

Springboarding off of this like the idea thief I am:

If you have a full keyring of keys and then end up still needing more room, you could make a keymold from a full ring and then have a Skeleton Key that, while it doesn't work on all gates, would work for all nine gates that the keys it was modelled after did. You could put this skeleton key back on the keyring or just keep it separate, like any other key, but if a keyring has a skeleton key on it, you can't make a new skeleton key from it. This way you could carry nine skeleton keys on a single keyring, each with nine keys fused into them, making a total of 81 gates per keyring.

Of course, this tremendous conveniency would cost some pretty valuable resources...Maybe a bar of iron, I dunno.
burgingham wrote:More ways to get raped are always good.


On an unrelated note, I am a proud member of the Church of Sabinate. Gib monies and don't get repotted!
cgbnab
 
Posts: 412
Joined: Sun Sep 12, 2010 2:07 pm

Re: Keys

Postby Garath » Mon Dec 27, 2010 6:38 pm

at least this adaption sounds usefull. on the other hand, maybe just keep down the no of keys? you dont HAVE to lock everything in twice, with an escape exit or 2, etc... If you want it, you shouldnt just pay in materials, but also in space
Garath
 
Posts: 260
Joined: Thu Dec 16, 2010 10:46 pm
Location: Amsterdam

Re: Keys

Postby sabinati » Mon Dec 27, 2010 8:04 pm

what's the point?
User avatar
sabinati
 
Posts: 15513
Joined: Mon Jul 13, 2009 4:25 am
Location: View active topics

Re: Keys

Postby SacreDoom » Mon Dec 27, 2010 8:24 pm

sabinati wrote:what's the point?


This, didn't understand what he was gonna use the "skeleton key" for.
User avatar
SacreDoom
 
Posts: 2590
Joined: Tue Apr 06, 2010 3:14 pm

Re: Keys

Postby supercharazard » Wed Dec 29, 2010 1:48 pm

cgbnab wrote:Springboarding off of this like the idea thief I am:

If you have a full keyring of keys and then end up still needing more room, you could make a keymold from a full ring and then have a Skeleton Key that, while it doesn't work on all gates, would work for all nine gates that the keys it was modelled after did. You could put this skeleton key back on the keyring or just keep it separate, like any other key, but if a keyring has a skeleton key on it, you can't make a new skeleton key from it. This way you could carry nine skeleton keys on a single keyring, each with nine keys fused into them, making a total of 81 gates per keyring.

Of course, this tremendous conveniency would cost some pretty valuable resources...Maybe a bar of iron, I dunno.



Wait... The skeleton key could go on other keyrings :) See where I'm going with this? Threaten people with death if they don't hand in their key for copying, get EVERY KEY YOU CAN GET. Then, mold them into a superkey, mold it a few times and sell it to big villages in exchange for wealth and power :D

Of course, a big village could just make a ton of super-keys and copy them amongst othes in the village!

The end of all rams...
supercharazard
 
Posts: 108
Joined: Fri Jul 23, 2010 9:33 am

Re: Keys

Postby Potjeh » Wed Dec 29, 2010 2:37 pm

Because gates are too good right now?
Image Bottleneck
User avatar
Potjeh
 
Posts: 11811
Joined: Fri May 29, 2009 4:03 pm

Re: Keys

Postby SacreDoom » Thu Dec 30, 2010 10:16 am

Potjeh wrote:Because gates are too good right now?


You know it.
User avatar
SacreDoom
 
Posts: 2590
Joined: Tue Apr 06, 2010 3:14 pm

Next

Return to Critique & Ideas

Who is online

Users browsing this forum: Claude [Bot], Semrush [Bot] and 2 guests