Tie damage to locks, not locations

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

Moderators: Public Relations Department, Players Department, Programming Department, Game Mechanics (RD)

User avatar
Doug R.
Posts: 14857
Joined: Wed Mar 23, 2005 6:56 pm
Contact:

Tie damage to locks, not locations

Postby Doug R. » Wed Mar 10, 2010 3:23 pm

I'd like if lock damage can be kept track of by the lock itself, so that lock-picking projects auto-cancel when the target isn't in the location.
Hamsters is nice. ~Kaylee, Firefly
User avatar
Piscator
Administrator Emeritus
Posts: 6843
Joined: Sun Jul 02, 2006 4:06 pm
Location: Known Space

Re: Tie damage to locks, not locations

Postby Piscator » Wed Mar 10, 2010 5:09 pm

Couldn't we just get the ability to cancel a lock picking project if nobody's working on it? And by the way, I didn't even know there was such a thing as lock damage.
Pretty in pink.
User avatar
SekoETC
Posts: 15526
Joined: Wed May 05, 2004 11:07 am
Location: Finland
Contact:

Re: Tie damage to locks, not locations

Postby SekoETC » Wed Mar 10, 2010 6:05 pm

I think the easiest way to do it would probably be to include a check for when ever a boat undocks, see if there are any lockpicking projects connected to the lock on that boat, if yes then delete them. Although limit 1 would be reasonable, as long as the old irrelevant projects were deleted first.

There is no lock damage but it would make sense if lockpicking gave the lock a random amount of damage each tick, so that it would break sooner or later (unless one of the random numbers was 0) and it could be countered by repairing the lock.
Not-so-sad panda
User avatar
Doug R.
Posts: 14857
Joined: Wed Mar 23, 2005 6:56 pm
Contact:

Re: Tie damage to locks, not locations

Postby Doug R. » Wed Mar 10, 2010 7:05 pm

By lock damage, I meant lock breaking progress, so the 25% or whatever would stick with the lock. Any new project applied to it would pick up at 25%.
Hamsters is nice. ~Kaylee, Firefly
User avatar
Rebma
Posts: 2899
Joined: Tue Aug 12, 2008 6:47 am
Location: Kitchener, ON

Re: Tie damage to locks, not locations

Postby Rebma » Wed Mar 10, 2010 9:12 pm

I like this idea. I mean, the project being there doesn't really affect anything other than my knowing as a player it's a project for something not even there. But it's still kinda annoying to see.

Not to mention that if you start breaking a lock for say, a bike, find a key, then later return, any ol' newspawn can finish it without you noticing (if you don't constant check activities), and there goes your crap.
kronos wrote:like a nice trim is totally fine. short, neat. I don't want to be fighting through the forests of fangorn and expecting treebeard to come and show me the way in

Return to “Suggestions”

Who is online

Users browsing this forum: No registered users and 1 guest