Unlocking doors rather than walking through w/ keys

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DELGRAD
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Postby DELGRAD » Wed Dec 20, 2006 11:23 am

If this were to happen I would quit.
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bmartes
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Postby bmartes » Wed Dec 20, 2006 12:23 pm

arguments?
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Pieter de Groote
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Postby Pieter de Groote » Wed Dec 20, 2006 1:41 pm

Many traders with locked storages will have strong objections.

Imagine what this suggestion would mean for a character that has to move 100kg of resources from a locked vehicle to a locked storage room. I face actions like this every couple of days.
With the digging machines and quarries it's not unusual to have much larger amounts to store.

Even without the need to unlock and lock every door with each passing this can take a lot of time (and it's pretty monotonous already).

I don't know if it would make me quit, but some characters would definitely start a new career.
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bmartes
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Postby bmartes » Wed Dec 20, 2006 2:06 pm

This is a problem I feared when I started a comment on an old subject.

Forget everything else which you read before:

Can It be possible to view , I repeat. view, for other people that someone enters a locked building. So, no hassle about opening a building entering and closing. No, every stays the same as before, except the textmessage in the events window changes. You see *someone* enters *building* using his key.
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SekoETC
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Postby SekoETC » Wed Dec 20, 2006 2:48 pm

Yeah, listen to bmartes.

After having to use a slow connection, I realized what a total pain it would be having to unlock every time you go in. Moving the lock to the top of the list helped a bit, but with Cantr crashing as often as it does nowadays, there's too much of a chance that you end up being stolen from just because you get tired of checking wether the game is back up.

I assume it would be too hard to automatically lock the previous door you unlocked if it happened been less than five minutes ago and the game detects that the window was closed or page exited to an off-game url without logout, or that the connection was cut off.

It should make a sound when you lock or unlock a door. (Or for the people in the same space with the keyholder, it should be a visible event.)

It should be possible to lock/unlock a door from the outside. But then again, people on the inside would have no warning (ie seeing a person enter).

If doors had an open/closed status, then you could leave the door open (it cannot be locked before it's closed) and you might still have time to rush out when you see/hear it slamming shut.
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wichita
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Postby wichita » Wed Dec 20, 2006 4:15 pm

bmartes wrote:I don't want to change the mechanism of walking through locked doors and so on. When someone enters a building you see the message: You see a man in his fifties leaving the central area of *somewhere*, entering *building*
When the building is locked: You see a man in his fifties leaving the central area of *somewhere*, entering *building* using his key.


Nothing more.


The knee-jerk reactions are becoming more and more irritating. The posts with the orange, vibrating note icons next to othe subject are new. The ones with the white, static note icons next to the subject are old. Another key feature to look at when analyzing a forum post is the date.

Y'all are welcome to have and voice your opinions, but at least bother to read the current discussion before posting contributions to the conversation as useful as:

DELGRAD wrote:If this were to happen I would quit.



I like the suggestion as posted by bmartes. It has always annoyed me that keys were tickets to a magic portal, but I never wanted to go quite to the extreme of Seko's first post.
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Arlequin
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Postby Arlequin » Wed Dec 20, 2006 4:42 pm

I know a bunch of characters that are really annoyed by how easy is to be trapped by accident behind a lock.

I think locks should be easier to break with brute force from inside, since you got access to the mechanism. Maybe with enough strength, enough people, enough tools and enough time. That is, if you are holding a few prisoners in a jail cell, you should be able to kill them before they break the lock. But if you don't notice their attempt, or they are so many that they can riot, then they may be able to break the door.

If you want extra security, you can always lock someone behind several locks/rooms. Good also against noisy prisoners or those that know an uncomfortable truth. Everyone should agree on that being able to jail someone is a "privilege" that shouldn't be too cheap.

The cheap way to hold someone should be ropes that only allow the tied character to talk (no writting notes, no working in projects) but anyone would be able to cut. If your community agrees on that those characters are prisoners, they won't try to free them.
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