Combination locks, and one way locks.
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Polt86
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A different idea for a lock.
While we are discussing locks, what about a two-way lock (locked from both sides) that can only be locked from the inside.
This would have a similar effect to placing a board/metal rod across the inside of a door in real life. The "key" would be the board/metal bar.
Because of the way it works, it would only be useful for providing protection/security to the people and items inside when there is someone inside.
This would have a similar effect to placing a board/metal rod across the inside of a door in real life. The "key" would be the board/metal bar.
Because of the way it works, it would only be useful for providing protection/security to the people and items inside when there is someone inside.
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Drael
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Rand
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Re: Combination locks, and one way locks.
I would like to see one way wooden locks. Takes 300g of wood, a hammer, and 2 days to make one. It can only be locked from the inside, kind of liek a deadbolt. You have to unlock it to leave. Can't be used for jail but works for protection. Can be broken like any other lock though.
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returner
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Re: Combination locks, and one way locks.
Rand wrote:I would like to see one way wooden locks. Takes 300g of wood, a hammer, and 2 days to make one. It can only be locked from the inside, kind of liek a deadbolt. You have to unlock it to leave. Can't be used for jail but works for protection. Can be broken like any other lock though.
Perhaps no tools are required to break it?
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Rand
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Re: Combination locks, and one way locks.
I can see the no tool thing being a problem for programming possibly...
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Re: Combination locks, and one way locks.
It would make more sense if instead of wood, the locks were built with logs.
It also would make sense to build a lock from the outside to lock someone.
It also would make sense to build a lock from the outside to lock someone.
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Drael
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Re: Combination locks, and one way locks.
Now we are talking mechanics! Sweet. That exactly the aim of this thread. One way locks is a total must. It enables loads of RP. But we should be able to build one on either side. So both sides are still equal. No? And both locks should be quick to break?
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Polt86
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Re: Combination locks, and one way locks.
What about implementing combinations for combination locks as "keys" that can't be dropped? They would be able to be copied and given to other people at no cost. Only they can't be dropped, or removed from a character, even during/after death. Effectively, the combination is treated sort of like a memory of sorts.
There is one major downside in that the combinations could not be shared through radio broadcasts, hidden in notes, or other similar ways that combinations could be shared in real life. They would have to be passed through actually meeting another character.
But this method would give the desired RP effect in that killing a person that has the combination for a lock would destroy that copy of the key, and the lock would have to be broken if another copy could not be obtained. Obtaining the key would have to be done through earning the trust of someone, torture, etc.
It would also remove any real danger of CRBs other than those that already exist with regular locks.
If having items that cannot be dropped, even in death, and cannot be removed from a body are possible, is this a good way of going about combination locks?
There is one major downside in that the combinations could not be shared through radio broadcasts, hidden in notes, or other similar ways that combinations could be shared in real life. They would have to be passed through actually meeting another character.
But this method would give the desired RP effect in that killing a person that has the combination for a lock would destroy that copy of the key, and the lock would have to be broken if another copy could not be obtained. Obtaining the key would have to be done through earning the trust of someone, torture, etc.
It would also remove any real danger of CRBs other than those that already exist with regular locks.
If having items that cannot be dropped, even in death, and cannot be removed from a body are possible, is this a good way of going about combination locks?
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returner
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Re: Combination locks, and one way locks.
Polt86 wrote:What about implementing combinations for combination locks as "keys" that can't be dropped? They would be able to be copied and given to other people at no cost. Only they can't be dropped, or removed from a character, even during/after death. Effectively, the combination is treated sort of like a memory of sorts.
There is one major downside in that the combinations could not be shared through radio broadcasts, hidden in notes, or other similar ways that combinations could be shared in real life. They would have to be passed through actually meeting another character.
But this method would give the desired RP effect in that killing a person that has the combination for a lock would destroy that copy of the key, and the lock would have to be broken if another copy could not be obtained. Obtaining the key would have to be done through earning the trust of someone, torture, etc.
It would also remove any real danger of CRBs other than those that already exist with regular locks.
If having items that cannot be dropped, even in death, and cannot be removed from a body are possible, is this a good way of going about combination locks?
No offense but I really do not like this idea. There's just something about it.. You know when you read a suggestion, and imagine it in Cantr? This one just doesn't sit well with me. I envision a series of different events or circumstances in which this would be abused massively. It would cause so much trouble for almost every volunteer department and also cause a lot of frustration among players too.
In reference to the topic itself, I don't think combination locks are necessary or needed. One way locks and combination locks are just ANOTHER thing a newbie has to learn about in Cantr and they provide very minimal result for maximum effort. Plus, this idea is obviously very controversial and will create a lot of animosity between players if it were to be implemented.
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