(first time suggesting something, so if I left anything out, or did anything wrong please let me know.)
Lock Picks
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- C4 Dark Saint
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Lock Picks
I was thinking about maybe being able to use lock picks..... It will take longer to break into a vehicle or building, but is quieter and smaller then a crowbar. Since it is smaller in size it should be hidden from sight.
(first time suggesting something, so if I left anything out, or did anything wrong please let me know.)
(first time suggesting something, so if I left anything out, or did anything wrong please let me know.)
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- CantrFreak
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- C4 Dark Saint
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- joo
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This is a great idea, but there needs to be something stopping newspawns from getting hold of lockpicks and going around stealing things.
Firstly, the lockpick should be hard to make, possibly requiring rare metals and tools like the peen hammer, as well as indoor-only machines.
Secondly, the actualy process to picking a lock should be limited to those with certain experience, perhaps having worked on a lock building project before, or having held the key to that lock before. Also, there should be chance that the project fails, causing the lockpick to break (like in Oblivion). I know this would be annoying, so maybe it doesn't need to be implemented in exactly this way, but perhaps those with a skill level above 75% in "security" or whatever have no chance of the pick breaking, but still have a (lower) chance of the attempt failing.
And finally, there should be some kind of notification to people inside and outside the building that the lock state has been changed - it does not need to be specific to lockpicking - i.e. it would be something like "You see a man in his fifties unlocking the door to Storage Building," and would be seen even if it was just unlocking with a key.
Firstly, the lockpick should be hard to make, possibly requiring rare metals and tools like the peen hammer, as well as indoor-only machines.
Secondly, the actualy process to picking a lock should be limited to those with certain experience, perhaps having worked on a lock building project before, or having held the key to that lock before. Also, there should be chance that the project fails, causing the lockpick to break (like in Oblivion). I know this would be annoying, so maybe it doesn't need to be implemented in exactly this way, but perhaps those with a skill level above 75% in "security" or whatever have no chance of the pick breaking, but still have a (lower) chance of the attempt failing.
And finally, there should be some kind of notification to people inside and outside the building that the lock state has been changed - it does not need to be specific to lockpicking - i.e. it would be something like "You see a man in his fifties unlocking the door to Storage Building," and would be seen even if it was just unlocking with a key.
- *Wiro
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- SekoETC
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Let's say made of steel, a small amount will be enough but it would require an anvil on the location where it's built, and let's say tongs (they're only used on one project) and a peen hammer. The lockpicking project wouldn't be announced, but would be visible when viewing the character description, so anyone who bothered to take a look at the person could spot what they are doing. I don't see why it should take longer than lockbreaking if it doesn't actually break the lock and is visible to anyone who bothers to take a look at the person. And the lockpick could get a random amount of deterioration on each hour of usage, eventually making it break but the randomness would make it more unpredictable.
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- Doug R.
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- C4 Dark Saint
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SekoETC wrote:The lockpicking project wouldn't be announced, but would be visible when viewing the character description,
kinda defeats the purpose.... Im more then sure everyone checks a person upon arrival... If it isnt visible you would be more stealthy.
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- SekoETC
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Not like you were supposed to just walk into town and start picking a lock. No, you hang around for a while, chat with people, make friends, then when everyone has gotten used to your presence, it's time to start picking the lock. In small settlements where everyone knows each other, people would be likely to keep a close eye on the few strangers that appear, but in large towns where people come and know and people don't know each other, lockpicking could happen without getting noticed. Besides, you can switch off the project and only resume it a couple of real life minutes before the project tick, just like you do when you're going around resource gathering restrictions. The only problem is that someone might check the projects page and bust you, but if there are dozens of projects, who's gonna bother scrolling or intentionally searching for lockpicking? Also thieves could work in teams so that one starts the project, just works on it for an hour, then leaves and the other one resumes it around each project tick. Since the initiator was no longer in town, there could be no way of telling who's working on it now unless they check participants at the correct moment.
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- NaruShadow
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- *Wiro
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Perhaps lockpicking tools that are connected to the lock you want to open?
Like, first you have to use something on the lock to know the shape and everything of the key?
Like, first you have to use something on the lock to know the shape and everything of the key?
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- joo
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- SekoETC
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- *Wiro
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Perhaps a Cantrian lock automaticly becomes one of the three possible locks available? Then you'll have to make three different lockpicks, too.
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