Combination locks, and one way locks.
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Drael
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Combination locks, and one way locks.
Was thinking about real world solutions to some of the security problems in cantr, in regards to picking up keys...
Two very simple additional variations on the cantr lock:
1) One way locks. You need a key to get in, but not out. You get these alot in RL. If this option were available, most locks would be one way - so that people can only be trapped behind a two-way lock.
2) Combination locks. For valuable things. Instead of needing a key, that can be stolen, you use a combination of a few numbers that you remember, or keep in a notepad document outside of cantr. Everytime you enter, you enter the combination. Could come in one way, and two way varieties maybe. This would make theives have to actually break into the main valuables room, or cheat someone into giving them the combination numbers....
And of course, you have your regular two-way locks, but they would most likely just be used for jails....
Seems sensible to me, and fairly simple. Thoughts?
Two very simple additional variations on the cantr lock:
1) One way locks. You need a key to get in, but not out. You get these alot in RL. If this option were available, most locks would be one way - so that people can only be trapped behind a two-way lock.
2) Combination locks. For valuable things. Instead of needing a key, that can be stolen, you use a combination of a few numbers that you remember, or keep in a notepad document outside of cantr. Everytime you enter, you enter the combination. Could come in one way, and two way varieties maybe. This would make theives have to actually break into the main valuables room, or cheat someone into giving them the combination numbers....
And of course, you have your regular two-way locks, but they would most likely just be used for jails....
Seems sensible to me, and fairly simple. Thoughts?
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Snake_byte
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- EchoMan
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Yeah I like this idea too. Just wondering how it could be implemented to make it clear what kind of lock it is. It must be instantly obvious when you look at the objects in a location what kind of lock it is.
Should it be possible to build a one way lock so that anyone may enter a building, but you can't get out? The ultimate presumptive thief trap.
Should it be possible to build a one way lock so that anyone may enter a building, but you can't get out? The ultimate presumptive thief trap.
- Zisrith
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I think it would also be neat to add multiple locks to one door, requiring more than one key to open it. Most front doors to houses and apartments have a knob lock and a deadbolt lock
Also a chain lock would be a cool addition, good for locking yourself inside a place, but can be broken by brute force.
Also a chain lock would be a cool addition, good for locking yourself inside a place, but can be broken by brute force.
Those who live by the sword get shot by those who don't.
- Ruby
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If nothing else comes from this suggestion could we at least see what buildings/vehicles are locked/unlocked.
So many times I have had a character say "Well I am going to go check up on <so>." or "I'm going to get some food out of <blank>." Only to look like a fool when they find the door locked.
You could make the argument that that is reflective of real life, but I just find it annoying.
So many times I have had a character say "Well I am going to go check up on <so>." or "I'm going to get some food out of <blank>." Only to look like a fool when they find the door locked.
You could make the argument that that is reflective of real life, but I just find it annoying.
- Zisrith
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- Rebma
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OCCUPIEDZisrith wrote:Wouldn't that be like putting signs on every real door that stated whether it was locked or unlocked?
So I like the idea of locks, especially combination locks.
It would be neat to have some type that anyone could enter, but would "lock behind them" type deal unless they had a key. Like a door with no inside handle. TRAPPED>
Seriously though, combination locks pls. though, combination locks should be "pickable" with a screwdriver or something.. .. iunno..
kronos wrote:like a nice trim is totally fine. short, neat. I don't want to be fighting through the forests of fangorn and expecting treebeard to come and show me the way in
- Zisrith
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Porta-Potties and Airplane Bathrooms =/= Every real door
Also I think combination lock picking should have a picking activity while your character sits for a day helplessly trying every combination that comes into their unattended minds, it could have a similar success rate to lock picking except on success it tells you one digit of the combination (i.e. x-x-x-x-4)
Also I think combination lock picking should have a picking activity while your character sits for a day helplessly trying every combination that comes into their unattended minds, it could have a similar success rate to lock picking except on success it tells you one digit of the combination (i.e. x-x-x-x-4)
Those who live by the sword get shot by those who don't.
- Ruby
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returner
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Saalko
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- Ruby
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- Piscator
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I don't really get the advantage of one-way locks either. If this is about locking people in rooms, those who want to do it still will do it, whether or not it costs a little more than an one-way lock.
What Saalko said about combination locks should be considered. Such locks would make it really easy to commit CRBs without being able to prove it.
For example, character A locks his battle axe in a room and leaves town. Character B of the same player comes a little later, fiddles with the lock and "Woohoo, boy, I must be naturally lucky!" opens the door and takes the axe.
Being able to pass other characters a key to a door by OOC means, seems like an incredible temptation and I wonder if it would be smart to allow such a thing.
What Saalko said about combination locks should be considered. Such locks would make it really easy to commit CRBs without being able to prove it.
For example, character A locks his battle axe in a room and leaves town. Character B of the same player comes a little later, fiddles with the lock and "Woohoo, boy, I must be naturally lucky!" opens the door and takes the axe.
Being able to pass other characters a key to a door by OOC means, seems like an incredible temptation and I wonder if it would be smart to allow such a thing.
Pretty in pink.
- Dudel
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Piscator wrote:I don't really get the advantage of one-way locks either. If this is about locking people in rooms, those who want to do it still will do it, whether or not it costs a little more than an one-way lock.
What Saalko said about combination locks should be considered. Such locks would make it really easy to commit CRBs without being able to prove it.
For example, character A locks his battle axe in a room and leaves town. Character B of the same player comes a little later, fiddles with the lock and "Woohoo, boy, I must be naturally lucky!" opens the door and takes the axe.
Being able to pass other characters a key to a door by OOC means, seems like an incredible temptation and I wonder if it would be smart to allow such a thing.
While I'm not honestly for adding more over complication to Cantr and would rather a lot of things be simplified to allow for a more RP environment... your problem, Piscator, could be fixed by having combination locks STILL need keys.
See the real problem, here, is that Cantr runs on some rather unique basics. All battle axes are the same, all locks are the same (with the exclusion of where they are located), all potatoes are the same, etc etc etc.
The only differences to the world are the Cantrinians themselves and I honestly think that's where the diversification should stop.
- Ruby
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