Canceling lock picking

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Nakranoth
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Canceling lock picking

Postby Nakranoth » Sat Jan 20, 2007 5:03 pm

At the moment a lock picking project with any progress on it can't be canceled by characters. It's honestly quite silly. Could we get it so it's cancelable as long as there's nobody working on it?
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Chris Johnson
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Postby Chris Johnson » Sat Jan 20, 2007 5:09 pm

Not now someone can be dragged of projects - It effectively will make many combat based lockbreaking impossible to compleat - just giving further advantage to the stronger person/side .
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Nakranoth
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Postby Nakranoth » Sat Jan 20, 2007 5:14 pm

Okay, that's fair enough... but as long as the project's old enough (3-5 days?) then it's likely just going completely unfinished... Not to mention silly lock picking projects on boats that aren't even there any more...
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Postby SekoETC » Sat Jan 20, 2007 6:08 pm

Yeah, new projects are already protected for a few days, even if there weren't any work done on them. So if we make it so that they will expire on their own. Lockpicking only takes a day (though I don't know how much it affects if the person is wounded) so if the project is several days old then it's reasonable to assume it has been abbandoned.
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Postby T-shirt » Sat Jan 20, 2007 7:06 pm

It should be cancelled when no-one is working on it anymore automatically.
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Postby SekoETC » Sat Jan 20, 2007 8:38 pm

But not straight away. Give it at least half a day, in case someone gets dragged away while sleeping.
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Postby MakeBeliever » Sat Jan 20, 2007 10:20 pm

I think if they cancel themselves after an amount of time will be a good addition here
It's and odd one, I always wondered how do you clear up old lock boat picking projects that have been worked on. Some of my characters live with some that have been there years for boat ones. You can't cancel, You can work on them, but you get an error if the boat is no longer there to work on so they can't be finished just to clear them away. They are a kind of project stuck in limbo really that you can't clear from the work screen. Nothing major really to the game but just stuck there really on the project list like a little bit of history. Unlike building ones that you can just work on to finish and clear away
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Postby wichita » Sun Jan 21, 2007 1:06 am

I think I would rather work to "repair" the lock to undo the project. That would be the best way to keep it fair for all parties involved.

It would be nice to cancel the project for the lockpicking project against a bike that isn't present at the location anymore. Something tells me it isn't coming back, anyway.
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Black Canyon
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Postby Black Canyon » Sun Jan 21, 2007 1:38 am

I like the "repair" idea.
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Postby Sicofonte » Mon Jan 22, 2007 12:19 pm

I like the repair idea too, but it is inconsistent with the lockpicking system:

When you try to pick a lock, you are not harming it, you are just "waiting to have luck".

I'd suggest to transform the lockpicking projects into some kind of "dammaging the lock", so in each attempt the lock can receive some damage, until it gets broke.


Anyways, a lockpicking project should be attached to the lock itself, and not to the place. One of my ships is scared of docking in some specific harbour because its lock is 87% picked up, but no problem in other harbours... no sense.
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Postby UloDeTero » Mon Jan 22, 2007 2:44 pm

Ok, as far as I'm aware, only lockbreaking is possible. With a crowbar. Therefore, when a lockbreaking project is left unmanned, what should happen, in my opinion, is this:

1 - The project automatically disappears
2 - The lock receives an adequate amount of damage

However, perhaps if lockpicks are introduced, there could be a 'random success' type project. This should also dissappear when unmanned.

This makes the most sense to me.

Also, since almost everything can be repaired, why not locks too?
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Black Canyon
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Postby Black Canyon » Mon Jan 22, 2007 3:55 pm

I disagree. This would make lockbreaking a sure thing, which it is not at the moment. Although the random chance can be frustrating, it has benefitted my characters in both ways. :)
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Postby Sicofonte » Mon Jan 22, 2007 5:07 pm

I do agree with Ulo.

Black Canyon wrote:I disagree. This would make lockbreaking a sure thing, which it is not at the moment. Although the random chance can be frustrating, it has benefitted my characters in both ways. :)

Damage in combat is not a sure fact, and so it could be with the lockbreaking projects.
Which is the current expected time? I don't know the simple probability, but if it is 50%, I guess that 2 days. If the crowbar attacking a lock deals 50% of the lock's hit points...
But probably, the chance of being 18 days trying to break a lock would be rather smaller than with the current system (or even impossible... but I do think that more than 10 attempts to break a door shouldn't be necessary... wtf is doing your char? handling the crowbar with the little fingers? c'mon, if you can not break a lock in 5 days, you shouldn't do it never).

And of course, the difference between the two systems shoot up when there is more people equipped with crowbars...

But anyways, I think this would be more fair for everyone and more consistent with the combat/gathering/producing mechanics in Cantr.


PS: with damage inflicted to the locks, it would be reasonable to develop stronger and more expensive locks, like with shields.
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Postby SekoETC » Mon Jan 22, 2007 5:18 pm

My character was locked up and people tried to break the lock SEVEN TIMES, in vain. (Then someone with the correct key happened to come by.) But anyway, what lock could stand seven days without any damage?

I have thoughts about locks but you'll prolly say that they're too complicated to implement and would interfere with the game balance so maybe it's for the best that I won't even mention them.
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UloDeTero
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Postby UloDeTero » Mon Jan 22, 2007 5:43 pm

SekoETC wrote:I have thoughts about locks...

:? Do you mean lockpicks?

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