Lock Picking

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

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sammigurl61190
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Lock Picking

Postby sammigurl61190 » Sun Feb 15, 2004 2:11 am

I've tried twice in the same day to pick the same lock with two people working on the project, and both times it has been unsucessful. It shouldn't be called picking a lock anyway. You don't pick locks with a crowbar, you pry open the door. If it was actually picking the lock I could see why it would be unsuccessful--it takes skill to do that. But prying open a door doesn't take any skill--it's just throwing your weight onto a crowbar until the lock wears out. And two people working on it should have broken it. Just a suggestion.
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Postby new.vogue.nightmare » Sun Feb 15, 2004 2:13 am

Yes.. the current state of things is rather fishy.

Especially since the lock is returned to full strength after the attempt. It should at least get weaker and weaker until it eventually just breaks.
Sicofonte wrote:SLURP, SLURP, SLURP...


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Postby Spectrus_Wolfus » Sun Feb 15, 2004 6:49 am

maybe a wood and stone battering ram would be an idea aswell need's say 4-6 people on it and it shatter's the lock. would be a way for armies to attack and not get stopped by everyone running inside building's
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Postby new.vogue.nightmare » Sun Feb 15, 2004 7:18 am

Still, there's a bit of a problem with the crowbar method. It's completely unreasonable. I say we show somebody the real effects of crowbars...ON KNEECAPS!!! o_o; Sorry...that was the mafia experience speaking.
Sicofonte wrote:SLURP, SLURP, SLURP...




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Postby west » Sun Feb 15, 2004 9:26 am

When we were replacing locks in a certain building, the lockpicking project failed 8 times with 3 people working on it each time.
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Postby sammigurl61190 » Sun Feb 15, 2004 1:00 pm

OMFG That is crazy!! It'd better not.
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Spider
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Postby Spider » Sun Feb 15, 2004 5:46 pm

Can a screwdriver be another lockpicking tool, like tqakes to days to see if it works, it doesn't break lock, just unlocks or locks....just throwing out some ideas.
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Postby David » Sun Feb 15, 2004 5:56 pm

I used a scewdriver and hammer to bust the lock off of a car door before...
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Postby new.vogue.nightmare » Sun Feb 15, 2004 7:20 pm

If you're going to have a lock picking project, at least use proper lock picking equipment.
Sicofonte wrote:SLURP, SLURP, SLURP...




<Kimidori> esperanto is sooooo sexy^^^^
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Postby sammigurl61190 » Mon Feb 16, 2004 1:25 am

And, the third try failed too!!!!!!! :evil:
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Postby grayjaket » Fri Feb 20, 2004 12:06 am

Ok, I think crowbars should defintly be more powerful at breaking locks. I mean, maybe one fail, but never more than that, especially with more than one person working on it. Also, screwdrivers are used to build locks why not to break them? Or unlock them? Makes sense to me...screwdrivers should have the chances that at present it seems crowbars do...that is, it could fail a couple of times before it works....also, what about files? They could help a little...
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Sho
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Postby Sho » Fri Feb 20, 2004 12:36 am

Crowbars don't really pick locks. For that matter, disassembling/prying off a lock with a screwdriver and filing through the lock are also quite different from lockpicking. If we want lockpicking, we should also have actual lockpicks, which would presumably consist of a torque wrnech and several lockpicks. They would be made with a small amount of steel and a file. Lockpicking would be a short project, like 0.1 days. However, I don't think we need lockpicking. Let's just change the name of the thing Cantr people do with crowbars to "lock removal" or something and make it destroy the lock.
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Postby grayjaket » Fri Feb 20, 2004 12:42 am

Precisly
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Solfius
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Postby Solfius » Fri Feb 20, 2004 1:42 pm

locks could have health and stamina (in an abstract way, you'll see what I mean, bear with me)

things like crowbars trying to pry them open or break them would lower the health until they break and are gone, like the current system.

lock picking, with the wrenches and picks, and similar methods of unlocking the lock without the key would do the same to the stamina, but when the stamina reaches 0 the lock is unlocked, rather than broken, and you could relock doing the same thing.
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Postby The Industriallist » Tue Nov 09, 2004 10:36 am

Using a pre-existing topic as a carrier...

The new visible items feature has created something that might be regarded as a problem...there is no concealable implement for opening a door. Crowbars are visible to anyone who cares to look...and for obvious reasons, carrying a crowbar is a suspicious and unsafe activity. If you don't have a vehicle, and preferably a heavy armament as well, you're likely better off leaving the crowbar at home, even if you have no evil intent (hey, it could happen...).

This gives an opening for the lockpicks to be brought up again. in their simplest incarnation they could be implemented as light, concealable crowbars. To compensate for these advantages, they could require many days to make and/or perhaps be made of aluminum and steel (not reallistic, you'd only use good steel IRL, but you need something...). You could alse call for a 'diamond file' (diamonds and steel) or some such to make them, though again that isn't reallistic...

If a little coding were to be allowed, they could be made to require more time to work on a door than a crowbar does...2 days, say. Maybe with a better chance of success so they don't induce suicide. Obviously, I don't really know how hard either of those modifications would be.

Of course, the nicest would be if they allowed you to (on a successful use) lock and unlock doors for which you lacked the key, from either side. That, I imagine, would take quite a lot of new coding.


On a semi-related note, what would you say to a 'try door' button which, without announcement, tells you whether a door is locked or unlocked? As it is, you can do that...but only if the door is locked. If it turns out to be open, you end up having to explain yourself...
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