Just to clarify, my suggestion was not to implement a "bash the lock until it breaks" system, but rather a hybrid between that and our current system. Breaking a lock would essentially still be a random event, the only difference would be that the chance to resist an attempt to force it open would be proportional to its repair state (which would be reduced by unsuccessful lockbreaking attempts). I didn't intend to suggest a full-scale remodeling of the locks system, but to make the procedure less frustrating by rewarding the invested time.
I don't know if it would be the optimal solution, but it should at least be pretty easy to implement. We would only have to a) replace the fixed chance of success with a variable one (depending on the type of lock and it's status), b) add a mechanism to apply damage to the lock in case of an unsuccessful breaking attempt (and add a repair condition value if that's not already the case) and c) add buttons and necessary code to repair a lock (might be largely existent).
Crowbar Lock Breaking Chance Increase
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