Being able to cancel lock breaking projects

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FrankieLeonie
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Being able to cancel lock breaking projects

Postby FrankieLeonie » Fri Jul 16, 2010 6:26 pm

So I found this building with a braking lock project 3/4 done. Is there anythign you can do to remove this project? I dont want to finish it and destroy the lock, but also don't want to leave it for someone else to finish easily. Is there any way to remove these projects?
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SumBum
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Re: Breaking locks - what do do with unfinsihed projects?

Postby SumBum » Fri Jul 16, 2010 6:31 pm

Finish it and hope that you're unsuccessful.
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Piscator
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Re: Breaking locks - what do do with unfinsihed projects?

Postby Piscator » Fri Jul 16, 2010 7:32 pm

I also have a lock breaking project on one of my ship to another ship that undocked decades ago. Being able to cancel a project after 20 days would be useful.
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randognsac
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Re: Breaking locks - what do do with unfinsihed projects?

Postby randognsac » Fri Jul 16, 2010 7:35 pm

I hate this! I have them in a lot of sensitive places. Just screams break me to any would be thief.
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Arenti
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Re: Breaking locks - what do do with unfinsihed projects?

Postby Arenti » Fri Jul 16, 2010 8:38 pm

Is it hard for staff to remove lock breaking projects older than 5 cantr years?
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Rumaan
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Re: Breaking locks - what do do with unfinsihed projects?

Postby Rumaan » Fri Jul 16, 2010 9:58 pm

How about repairing locks?
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Re: Breaking locks - what do do with unfinsihed projects?

Postby Voltenion » Sat Jul 17, 2010 2:54 am

Rumaan wrote:How about repairing locks?


This could be the solution.

I think this should be moved to suggestions though.
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Piscator
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Re: Breaking locks - what do do with unfinsihed projects?

Postby Piscator » Sat Jul 17, 2010 7:37 am

Since the lock is technically not damaged (but either destroyed or completely unharmed), repairing it doesn't feel right. It should be fine to just cancel it.
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Mr. Bones
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Re: Breaking locks - what do do with unfinsihed projects?

Postby Mr. Bones » Sat Jul 17, 2010 3:47 pm

I think allowing the project to be cancelled after it is so old like say several years would be a good idea. By then the people that started the project have long given up on it anyway and it's just a temptation for new thieves. But typically I think the chances of a lock breaking are just 33%, so in the meantime all you can do is finish it and hope it does'nt break. Most of the time it won't.
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Re: Breaking locks - what do do with unfinsihed projects?

Postby SekoETC » Sat Jul 17, 2010 3:53 pm

It would be better if locks took damage from attempted lockbreaking, but if that's not going to happen, it would certainly be good if unfinished lockbreaking projects could be canceled after certain time has passed.
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SumBum
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Re: Breaking locks - what do do with unfinsihed projects?

Postby SumBum » Sat Jul 17, 2010 3:59 pm

Being able to "repair" a lock that's been partially destroyed makes logical and RP sense, but I'm sure it would be very difficult or impossible to implement from a programming perspective. The ability to cancel projects after a certain timeframe might be easier to implement. Although, with construction projects that raises the question of whether or not resources added would be reclaimed. Maybe it could be set so that only lockpicking projects can be canceled after X amount of time.
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Rumaan
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Re: Breaking locks - what do do with unfinsihed projects?

Postby Rumaan » Sat Jul 17, 2010 4:05 pm

Having to wait for several years to cancel a lock picking project seems silly. But cancelling them anytime is sillier. That is why a lock repairing project or undoing lock picking project is the best option. An undoing lock picking project takes exactly the amount of time that the lock has been attempted to be picked. If a lock picking project and an undo project are running simultaneously then the locking picking one takes precedence or the project that the key holder, if he is participating, is working on.
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Re: Breaking locks - what do do with unfinsihed projects?

Postby Piscator » Sat Jul 17, 2010 4:45 pm

Rumaan wrote:Having to wait for several years to cancel a lock picking project seems silly. But cancelling them anytime is sillier.


Exactly, so why not simply delete lockpicking projects older than a week? Lockpicking should rarely take much longer than a day and any project older than three days is probaly abandoned by the project starter anyway.
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Rumaan
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Re: Breaking locks - what do do with unfinsihed projects?

Postby Rumaan » Sat Jul 17, 2010 4:50 pm

Ok, automatically cancel lockpicking projects if no work has been done on them in the last three days. After all in RL if you take a break from picking a lock, you have to start all over again, right?
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CrashBlizz
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Re: Breaking locks - what do do with unfinsihed projects?

Postby CrashBlizz » Sat Jul 17, 2010 5:00 pm

Piscator wrote:
Rumaan wrote:Having to wait for several years to cancel a lock picking project seems silly. But cancelling them anytime is sillier.


Exactly, so why not simply delete lockpicking projects older than a week? Lockpicking should rarely take much longer than a day and any project older than three days is probaly abandoned by the project starter anyway.


Unless the project starter is being moved between rooms to stop them breaking any one lock. In which case it could easily take more than three days - and also almsot certain death if their started pickings were auto deleted before they got cycled back to them.

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