Keys

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

Post by Apprehensive »

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
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Darki
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Re: Keys

Post by Darki »

tell me why would u name it the skeleton key when it requires 6 bars of wrough ? :|
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spectacle
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Re: Keys

Post by spectacle »

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

-1
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cgbnab
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Re: Keys

Post by cgbnab »

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.
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Garath
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Re: Keys

Post by Garath »

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
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sabinati
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Re: Keys

Post by sabinati »

what's the point?
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SacreDoom
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Re: Keys

Post by SacreDoom »

sabinati wrote:what's the point?
This, didn't understand what he was gonna use the "skeleton key" for.
supercharazard
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Re: Keys

Post by supercharazard »

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...
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Potjeh
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Re: Keys

Post by Potjeh »

Because gates are too good right now?
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SacreDoom
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Re: Keys

Post by SacreDoom »

Potjeh wrote:Because gates are too good right now?
You know it.

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