Canceling lock picking

Out-of-character discussion forum for players of Cantr II to discuss new ideas for the development of the Cantr II game.

Moderators: Public Relations Department, Players Department, Programming Department, Game Mechanics (RD)

User avatar
SekoETC
Posts: 15526
Joined: Wed May 05, 2004 11:07 am
Location: Finland
Contact:

Postby SekoETC » Mon Jan 22, 2007 6:30 pm

It's related but it's mostly about the placement of locks - simple locks could only be opened from one side (and that includes walking through them). A simple lock would take less time to install but it would have to be locked and unlocked every time you wanna walk through it.
Not-so-sad panda
User avatar
dryn
Posts: 154
Joined: Mon Jun 26, 2006 9:12 am
Location: New Zealand

Postby dryn » Mon Jan 22, 2007 7:43 pm

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.)
Image
User avatar
SekoETC
Posts: 15526
Joined: Wed May 05, 2004 11:07 am
Location: Finland
Contact:

Postby SekoETC » Mon Jan 22, 2007 8:27 pm

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.
Not-so-sad panda
User avatar
Sicofonte
Posts: 1781
Joined: Fri Feb 17, 2006 5:01 pm
Location: Into your Wardrobe

Postby Sicofonte » Tue Jan 23, 2007 5:14 pm

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).


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 :P
User avatar
dryn
Posts: 154
Joined: Mon Jun 26, 2006 9:12 am
Location: New Zealand

Postby dryn » Tue Jan 23, 2007 7:41 pm

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. :))
Image
User avatar
Josephpowers
Posts: 54
Joined: Fri Mar 16, 2007 10:55 pm
Location: Hair Salon

Postby Josephpowers » Fri Mar 16, 2007 11:05 pm

I agree with damaging locks. this should be implemented.
User avatar
Sicofonte
Posts: 1781
Joined: Fri Feb 17, 2006 5:01 pm
Location: Into your Wardrobe

Postby Sicofonte » Tue Mar 20, 2007 2:46 pm

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 :P

Return to “Suggestions”

Who is online

Users browsing this forum: No registered users and 1 guest