Combination locks, and one way locks.

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Drael
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Combination locks, and one way locks.

Postby Drael » Tue Jan 12, 2010 10:31 am

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?
Snake_byte
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Postby Snake_byte » Tue Jan 12, 2010 3:08 pm

I like it.
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EchoMan
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Postby EchoMan » Tue Jan 12, 2010 3:18 pm

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. :D
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Zisrith
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Postby Zisrith » Tue Jan 12, 2010 6:28 pm

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.
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Ruby
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Postby Ruby » Wed Jan 13, 2010 1:12 am

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.
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Zisrith
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Postby Zisrith » Wed Jan 13, 2010 3:55 am

Wouldn't that be like putting signs on every real door that stated whether it was locked or unlocked?
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Rebma
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Postby Rebma » Wed Jan 13, 2010 4:11 am

Zisrith wrote:Wouldn't that be like putting signs on every real door that stated whether it was locked or unlocked?
OCCUPIED :D

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..
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Zisrith
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Postby Zisrith » Wed Jan 13, 2010 4:31 am

Porta-Potties and Airplane Bathrooms =/= Every real door :lol:

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)
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Ruby
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Postby Ruby » Wed Jan 13, 2010 8:25 am

If there is going to be a combination lock, I would like it to be a very long combination. At least 8, preferably more if you can use only numbers. Or a way that you can only attempt to enter the combination 3 times per tick or something.
returner
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Postby returner » Wed Jan 13, 2010 10:32 am

Ruby wrote:If there is going to be a combination lock, I would like it to be a very long combination. At least 8, preferably more if you can use only numbers. Or a way that you can only attempt to enter the combination 3 times per tick or something.


This is good!
Saalko
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Postby Saalko » Wed Jan 13, 2010 10:53 am

I don't like this ideas.

Combination looks alow much easier to use OOC knowledge.

And one way doors. The players should be press another button. Like.

You can see that the door can be only opened with a key from the other side.

So that this isn't a trap.
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Ruby
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Postby Ruby » Wed Jan 13, 2010 11:03 am

I'm not sure the practical use of one-way doors, to be honest. Unless they are simply less resources to build. Than I might support them. Other than that, it doesn't make getting around the lock *that* much more easier for people.
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Piscator
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Postby Piscator » Wed Jan 13, 2010 1:35 pm

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.
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Dudel
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Postby Dudel » Wed Jan 13, 2010 5:41 pm

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.
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Ruby
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Postby Ruby » Wed Jan 13, 2010 5:57 pm

your problem, Piscator, could be fixed by having combination locks STILL need keys.


Best idea this entire thread.

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