Canceling lock picking
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- SekoETC
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- dryn
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Sicofonte wrote:Damage in combat is not a sure fact, and so it could be with the lockbreaking projects.
I haven't really put any thought into this (and I wouldn't be surprise if it has been mentioned before) but what if instead of a project lockpicking was taken as a 'combat action'. I.e. you just click 'break lock' do some damage then carry on with your day. (Yeah, even as I type this I can see some problems but I have no time right now to discuss them.)
- SekoETC
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Wow, that sounds like a great idea! It's not very reasonable that a person has to stand on the yard breaking a lock for a whole day when others can just snipe at them. The defenders could repair the lock while the attacker(s) are recovering their strength. But it's easier to damage than to fix so repairing should be a normal project.
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- Sicofonte
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Dryn, Seko, I was thinking the same: lockbreaking as a kind of attack (only possible with specific "weapons"... the crowbar nowadays).
And lockpicking (if implemented) as a project, identical to the current one but if succesful, the lock becomes open (not broke).
My current hi-score is 19 attempts (one moth ago).
We where two characters (an improvised army from another town that was called in aid of the inhabitants by several refugees) outside, and Wilmer was two characters (a despicable tyrant and his timely friend) inside ;D.
When I finally managed to get to his character, after more than 12 days of attempts breaking the lock (and several more before that, because there were around six locks in four buildings), another character of the oppressed city went ahead and killed him with a dunk-fork
And lockpicking (if implemented) as a project, identical to the current one but if succesful, the lock becomes open (not broke).
SekoETC wrote:My character was locked up and people tried to break the lock SEVEN TIMES, in vain.
My current hi-score is 19 attempts (one moth ago).
We where two characters (an improvised army from another town that was called in aid of the inhabitants by several refugees) outside, and Wilmer was two characters (a despicable tyrant and his timely friend) inside ;D.
When I finally managed to get to his character, after more than 12 days of attempts breaking the lock (and several more before that, because there were around six locks in four buildings), another character of the oppressed city went ahead and killed him with a dunk-fork
Tyche es una malparida. Espero que Ramnus y Pluto intervengan... o no 
- dryn
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Well there were a few issues that I thought of. For example, what if 5 people came along and tried to siege a building. Now you would have to have 5 crowbars to use all 5 people. But with 'combat lockpicking' you could have one person hit, then pass it on. So you would only need one.
The current 'project lockpicking' is a better simulation of what is going on. That is, trying to level the lock open with a crowbar. Now if you could pick a lock with a catapult or and axe then attack lockpicking would be closer. (Not sure how they are going to do destructibility of buildings but it would be fun to blow a hole in the wall.
)
The current 'project lockpicking' is a better simulation of what is going on. That is, trying to level the lock open with a crowbar. Now if you could pick a lock with a catapult or and axe then attack lockpicking would be closer. (Not sure how they are going to do destructibility of buildings but it would be fun to blow a hole in the wall.
- Josephpowers
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- Sicofonte
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dryn wrote:Well there were a few issues that I thought of. For example, what if 5 people came along and tried to siege a building. Now you would have to have 5 crowbars to use all 5 people. But with 'combat lockpicking' you could have one person hit, then pass it on. So you would only need one.
The current 'project lockpicking' is a better simulation of what is going on. That is, trying to level the lock open with a crowbar. Now if you could pick a lock with a catapult or and axe then attack lockpicking would be closer. (Not sure how they are going to do destructibility of buildings but it would be fun to blow a hole in the wall.)
Several characters should be able to use one crowbar to break a lock. So the "combat lockbreaking" would be nice.
In exchange, "lockpicking projects" should be limited to only one characters (if not, too cooks on the kitchen)
Tyche es una malparida. Espero que Ramnus y Pluto intervengan... o no 
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